Добірка наукової літератури з теми "Performance rendering"

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Статті в журналах з теми "Performance rendering"

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Akeley, Kurt, and Tom Jermoluk. "High-performance polygon rendering." ACM SIGGRAPH Computer Graphics 22, no. 4 (August 1988): 239–46. http://dx.doi.org/10.1145/378456.378516.

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Silva, C. T., A. E. Kaufman, and C. Pavlakos. "PVR: high-performance volume rendering." IEEE Computational Science and Engineering 3, no. 4 (1996): 18–28. http://dx.doi.org/10.1109/99.556509.

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Yin, Sai. "Explore the Use of Computer-Aided Design in the Landscape Renderings." Applied Mechanics and Materials 687-691 (November 2014): 1166–69. http://dx.doi.org/10.4028/www.scientific.net/amm.687-691.1166.

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The landscape renderings project performance, landscape renderings important form of program scrutiny, accomplished by means of computer design has become the mainstream of the industry, it has performance visualization, and process reversible, diversified visual affects features. Computer graphics has three stages, namely modeling, rendering, and image processing, as opposed to proper professional graphics software; "3DSMAX + VRAY + PHOTOSHOP" is a typical process landscape renderings produced.
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Mazuryk, Tomasz, Dieter Schmalstieg, and Michael Gervautz. "Zoom Rendering: Improving 3-D Rendering Performance with 2-D Operations." International Journal of Virtual Reality 2, no. 3 (January 1, 1996): 15–35. http://dx.doi.org/10.20870/ijvr.1996.2.3.2611.

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We propose a new method to accelerate rendering during the interactive visualization of complex scenes. The method is applicable if the cost of per-pixel processing is high compared to simple frame buffer transfer operations, as supported by low-end graphics systems with high-performance CPUs or 2-D graphics accelerators. In this case rendering an appropriately down-scaled image and then enlarging it allows a trade-off of rendering speed and image quality. Using this method, more uniform frame rates can be achieved and the dynamic viewing error can be reduced.
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Huang, Kejia, Chenliang Wang, Shaohua Wang, Runying Liu, Guoxiong Chen, and Xianglong Li. "An Efficient, Platform-Independent Map Rendering Framework for Mobile Augmented Reality." ISPRS International Journal of Geo-Information 10, no. 9 (September 8, 2021): 593. http://dx.doi.org/10.3390/ijgi10090593.

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With the extensive application of big spatial data and the emergence of spatial computing, augmented reality (AR) map rendering has attracted significant attention. A common issue in existing solutions is that AR-GIS systems rely on different platform-specific graphics libraries on different operating systems, and rendering implementations can vary across various platforms. This causes performance degradation and rendering styles that are not consistent across environments. However, high-performance rendering consistency across devices is critical in AR-GIS, especially for edge collaborative computing. In this paper, we present a high-performance, platform-independent AR-GIS rendering engine; the augmented reality universal graphics library (AUGL) engine. A unified cross-platform interface is proposed to preserve AR-GIS rendering style consistency across platforms. High-performance AR-GIS map symbol drawing models are defined and implemented based on a unified algorithm interface. We also develop a pre-caching strategy, optimized spatial-index querying, and a GPU-accelerated vector drawing algorithm that minimizes IO latency throughout the rendering process. Comparisons to existing AR-GIS visualization engines indicate that the performance of the AUGL engine is two times higher than that of the AR-GIS rendering engine on the Android, iOS, and Vuforia platforms. The drawing efficiency for vector polygons is improved significantly. The rendering performance is more than three times better than the average performances of existing Android and iOS systems.
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Li, Hongle, and Seongki Kim. "Mesh Simplification Algorithms for Rendering Performance." International Journal of Engineering Research and Technology 13, no. 6 (June 30, 2020): 1110. http://dx.doi.org/10.37624/ijert/13.6.2020.1110-1119.

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Li, Wang, Guan, Xie, Huang, Wen, and Zhou. "A High-performance Cross-platform Map Rendering Engine for Mobile Geographic Information System (GIS)." ISPRS International Journal of Geo-Information 8, no. 10 (September 20, 2019): 427. http://dx.doi.org/10.3390/ijgi8100427.

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With the diversification of terminal equipment and operating systems, higher requirements are placed on the rendering performance of maps. The traditional map rendering engine relies on the corresponding operating system graphics library, and there are problems such as the inability to cross the operating system, low rendering performance, and inconsistent rendering style. With the development of hardware, graphics processing unit (GPU) appears in various platforms. How to use GPU hardware to improve map rendering performance has become a critical challenge. In order to address the above problems, this study proposes a cross-platform and high-performance map rendering (Graphics Library engine, GL engine), which uses mask drawing technology and texture dictionary text rendering technology. It can be used on different hardware platforms and different operating systems based on the OpenGL graphics library. The high-performance map rendering engine maintains a consistent map rendering style on different platforms. The results of the benchmark experiments show that the performance of GL engine is 1.75 times and 1.54 times better than the general map rendering engine in the iOS system and in the Android system, respectively, and the rendering performance for vector tiles is 11.89 times and 9.52 times better than rendering in the Mapbox in the iOS system and in the Android system, respectively.
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Hong, Zhi Guo, Yong Bin Wang, and Min Yong Shi. "A Performance-Based Policy for Job Assignment under Distributed Rendering Environments." Applied Mechanics and Materials 543-547 (March 2014): 2949–52. http://dx.doi.org/10.4028/www.scientific.net/amm.543-547.2949.

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Based on the characteristics of rendering phase, a performance-based policy for job assignment under Distributed Rendering Environments (DREs) is proposed. Firstly, a method of evaluating rendering nodes is designed by taking CPU ratio, RAM size, CPU occupation, RAM usage into account. Furthermore, the corresponding algorithm of job assignment for dividing rendering tasks into sub-tasks on available rendering nodes is presented. Whats more, this algorithms correctness is validated by three groups of experiments thereby which offers quantitative guide for optimal job assignment of rendering.
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Zhang, Qiongxian. "Advanced techniques and high-performance computing optimization for real-time rendering." Applied and Computational Engineering 90, no. 1 (August 27, 2024): 14–19. http://dx.doi.org/10.54254/2755-2721/90/2024melb0061.

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Анотація:
Real-time rendering is a cornerstone of modern interactive media, enabling the creation of immersive and dynamic visual experiences. This paper explores advanced techniques and high-performance computing (HPC) optimization in real-time rendering, focusing on the use of game engines like Unity and Unreal Engine. It delves into mathematical models and algorithms that enhance rendering performance and visual quality, including Level of Detail (LOD) management, occlusion culling, and shader optimization. The study also examines the impact of GPU acceleration, parallel processing, and compute shaders on rendering efficiency. Furthermore, the paper discusses the integration of ray tracing, global illumination, and temporal rendering techniques, and addresses the challenges of balancing quality and performance, particularly in virtual and augmented reality applications. The future role of artificial intelligence and machine learning in optimizing real-time rendering pipelines is also considered. By providing a comprehensive overview of current methodologies and identifying key areas for future research, this paper aims to contribute to the ongoing advancement of real-time rendering technologies.
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Wang, Peng, and Zhibin Yu. "RenderBench: The CPU Rendering Benchmark Suite Based on Microarchitecture-Independent Characteristics." Electronics 12, no. 19 (October 6, 2023): 4153. http://dx.doi.org/10.3390/electronics12194153.

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This research addresses the issue of evaluating CPU rendering performance by introducing the innovative benchmark test suite construction method RenderBench. This method combines CPU microarchitecture features with rendering task characteristics to comprehensively assess CPU performance across various rendering tasks. Adhering to principles of representativeness and comprehensiveness, the constructed benchmark test suite encompasses diverse rendering tasks and scenarios, ensuring accurate capture of CPU performance features. Through data sampling and in-depth analysis, this study focuses on the role of microarchitecture-independent features in rendering programs, including instruction-level parallelism, instruction mix, branch prediction capability, register dependency distance, data flow stride, and memory reuse distance. The research findings reveal significant variations in rendering programs across these features. For instance, in terms of instruction-level parallelism, rendering programs demonstrate a high level of ILP (instruction-level parallelism), with an average value of 5.70 for ILP256, surpassing benchmarks such as Mibench and NAS Parallel Benchmark. Furthermore, in aspects such as instruction mix, branch prediction capability, register dependency distance, data flow stride, and memory reuse distance, rendering programs exhibit distinct characteristics. Through the application of the RenderBench method, a scalable and highly representative benchmark test suite was constructed, facilitating an in-depth exploration of CPU performance bottlenecks in rendering tasks. By delving into microarchitecture-independent features, this study provides profound insights into rendering program performance, offering valuable guidance for optimizing CPU rendering performance. The application of ensemble learning models, such as random forest, XGBoost, and ExtraTrees, reveals the significant influence of features like floating-point computation, memory access patterns, and register usage on CPU rendering program performance. These insights not only offer robust guidance for performance optimization but also underscore the importance of feature selection and algorithm choice. In summary, the results of feature importance ranking in this study provide beneficial directions and deep insights for the optimization and enhancement of CPU rendering program performance. These findings are poised to exert a positive impact on future research and development endeavors.
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Дисертації з теми "Performance rendering"

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Hensley, Justin Lastra Anselmo. "Increasing rendering performance of graphics hardware." Chapel Hill, N.C. : University of North Carolina at Chapel Hill, 2007. http://dc.lib.unc.edu/u?/etd,803.

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Thesis (Ph. D.)--University of North Carolina at Chapel Hill, 2007.
Title from electronic title page (viewed Dec. 18, 2007). "... in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the Department of Computer Science." Discipline: Computer Science; Department/School: Computer Science.
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Larsen, Matthew. "Performance Modeling of In Situ Rendering." Thesis, University of Oregon, 2017. http://hdl.handle.net/1794/22297.

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With the push to exascale, in situ visualization and analysis will play an increasingly important role in high performance computing. Tightly coupling in situ visualization with simulations constrains resources for both, and these constraints force a complex balance of trade-offs. A performance model that provides an a priori answer for the cost of using an in situ approach for a given task would assist in managing the trade-offs between simulation and visualization resources. In this work, we present new statistical performance models, based on algorithmic complexity, that accurately predict the run-time cost of a set of representative rendering algorithms, an essential in situ visualization task. To train and validate the models, we create data-parallel rendering algorithms within a light-weight in situ infrastructure, and we conduct a performance study of an MPI+X rendering infrastructure used in situ with three HPC simulation applications. We then explore feasibility issues using the model for selected in situ rendering questions.
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Poliakov, Vladislav. "Light Performance Comparison betweenForward, Deferred and Tile-basedforward rendering." Thesis, Blekinge Tekniska Högskola, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-20584.

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Background. In this experiment forward, deferred and tile-based forward rendering techniques are implemented to research about the light-rendering performance of these rendering techniques. Nowadays most games and programs contains a graphical content and this graphical content is done by using different kind of rendering operations. These rendering operations is being developed and optimized by graphic programmers in order to show better performance. Forward rendering is the standard technique that pushes the geometry data through the whole rendering pipeline to build up the final image. Deferred rendering on the other hand is divided into two passes where the first pass rasterizes the geometry data into g-buffers and the second pass, also called lighting pass, uses the data from g-buffers and rasterizes the lightsources to build up the final image. Next rendering technique is tile-based forward rendering, is also divided into two passes. The first pass creates a frustum grid and performs light culling. The second pass rasterizes all the geometry data to the screen as the standard forward rendering technique. Objectives. The objective is to implement three rendering techniques in order to find the optimal technique for light-rendering in different environments. When the implementation process is done, analyze the result from tests to answer the research questions and come to a conclusion. Methods. The problem was answered by using method "Implementation and Experimentation". A render engine with three different rendering techniques was implemented using C++ and OpenGL API. The tests were implemented in the render engine and the duration of each test was five minutes. The data from the tests was used to create diagrams for result evaluation. Results. The results showed that standard forward rendering was stronger than tile based forward rendering and deferred rendering with few lights in the scene.When the light amount became large deferred rendering showed the best light performance results. Tile-based forward rendering wasn’t that strong as expected and the reason can possibly be the implementation method, since different culling procedures were performed on the CPU-side. During the tests of tile-based forward rendering there were 4 tiles used in the frustum grid since this amount showed highest performance compared to other tile-configurations. Conclusions. After all this research a conclusion was formed as following, in environments with limited amount of lightsources the optimal rendering technique was the standard forward rendering. In environments with large amount of lightsources deferred rendering should be used. If tile-based forward rendering is used, then it should be used with 4 tiles in the frustum grid. The hypothesis of this study wasn’t fully confirmed since only the suggestion with limited amount of lights were confirmed, the other parts were disproven. The tile-based forward rendering wasn’t strong enough and the reason for this is possibly that the implementation was on the CPU-side.
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Zellmann, Stefan [Verfasser], and Ulrich [Akademischer Betreuer] Lang. "Interactive High Performance Volume Rendering / Stefan Zellmann. Gutachter: Ulrich Lang." Köln : Universitäts- und Stadtbibliothek Köln, 2014. http://d-nb.info/1056999675/34.

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le, Clercq Anton, and Kristoffer Almroth. "Comparison of Rendering Performance Between Multimedia Libraries Allegro, SDL and SFML." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-259756.

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In this report the rendering performances of the multimedia libraries Allegro, SDL and SFML have been compared. Highest performance is achieved by writing code directly to the low level graphical APIs, though it requires much more work than using the multimedia libraries graphical functions built on one of these graphical APIs. Thus it is common to use a multimedia library or similar for visualization tasks. The total number of frames rendered in one second was counted for static, alpha blended, rotating, and moving images in each library. Every test was run with few to very many images, and the programs were tested on six different computers: three laptops with integrated GPUs and low power dual core CPUs, and three desktop computers with external GPUs and quad core CPUs with unlocked clock rate. Allegro performed best of the three on laptops when the image load was very high, but fell behind by up to 50% in all other cases. SDL had the strongest performance on desktop computers, especially when rendering very many images, making it a prime candidate for high load graphical applications on desktops. SFML performed best overall, making it the best choice when targeting a wide range of different machines.
I denna rapport jämförs renderingsprestandan mellan multimediabiblioteken Allegro, SDL och SFML. Den högsta prestandan uppnås genom att skriva kod direkt till en lågnivå-API för grafik, men det kräver mycket mer kod än att använda ett multimediabibliotek. Därför är det vanligt att använda ett multimediabibliotek eller något med liknande funktioner för visualiseringsarbeten. Jämförelsen bestod av att räkna det totala antalet skärmbilder som renderades under en sekund för statiska, semitransparanta, rotarande och rörliga bilder. Varje test kördes med 50 till 10 000 bilder som renderades samtidigt, och programmen testades på sex olika datorer, tre bärbara med integrerade GPUs och tvåkärniga energieffektiva CPUs, och tre stationära med externa GPUs och fyrkärniga CPUs med upplåst klockfrekvens. Allegro presterade bäst på bärbara datorer under en hög belastning, men var upp till 50% sämre i alla övriga tester. SDL presterade bäst på stationära datorer, därför är det ett bra val för krävande grafiska program på stationära datorer. SFML presterade bäst överlag, vilket gör det till det bästa valet för att skapa grafiska program som är tänkta att köras på olika starka datorer.
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Pajot, Anthony. "Toward robust and efficient physically-based rendering." Toulouse 3, 2012. http://thesesups.ups-tlse.fr/2801/.

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Le rendu fondé sur la physique est utilisé pour le design, l'illustration ou l'animation par ordinateur. Ce type de rendu produit des images photo-réalistes en résolvant les équations qui décrivent le transport de la lumière dans une scène. Bien que ces équations soient connues depuis longtemps, et qu'un grand nombre d'algorithmes aient été développés pour les résoudre, il n'en existe pas qui puisse gérer de manière efficace toutes les scènes possibles. Plutôt qu'essayer de développer un nouvel algorithme de simulation d'éclairage, nous proposons d'améliorer la robustesse de la plupart des méthodes utilisées à ce jour et/ou qui sont amenées à être développées dans les années à venir. Nous faisons cela en commençant par identifier les sources de non-robustesse dans un moteur de rendu basé sur la physique, puis en développant des méthodes permettant de minimiser leur impact. Le résultat de ce travail est un ensemble de méthodes utilisant différents outils mathématiques et algorithmiques, chacune de ces méthodes visant à améliorer une partie spécifique d'un moteur de rendu. Nous examinons aussi comment les architectures matérielles actuelles peuvent être utilisées à leur maximum afin d'obtenir des algorithmes plus rapides, sans ajouter d'approximations. Bien que les contributions présentées dans cette thèse aient vocation à être combinées, chacune d'entre elles peut être utilisée seule : elles sont techniquement indépendantes les unes des autres
Physically-based rendering is used for design, illustration or computer animation. It consists in producing photorealistic images by solving the equations which describe how light travels in a scene. Although these equations have been known for a long time and many algorithms for light simulation have been developed, no algorithm exists to solve them efficiently for any scene. Instead of trying to develop a new algorithm devoted to light simulation, we propose to enhance the robustness of most methods used nowadays and/or which can be developed in the years to come. We do this by first identifying the sources of non-robustness in a physically-based rendering engine, and then addressing them by specific algorithms. The result is a set of methods based on different mathematical or algorithmic methods, each aiming at improving a different part of a rendering engine. We also investigate how the current hardware architectures can be used at their maximum to produce more efficient algorithms, without adding approximations. Although the contributions presented in this dissertation are meant to be combined, each of them can be used in a standalone way: they have been designed to be internally independent of each other
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Yuan, Ping. "A performance evaluation framework of multi-resolution algorithms for real-time rendering." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2001. http://www.collectionscanada.ca/obj/s4/f2/dsk3/ftp04/NQ60363.pdf.

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Rahm, Marcus. "Forward plus rendering performance using the GPU vs CPU multi-threading. : A comparative study of culling process in Forward plus." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-14894.

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Context. The rendering techniques in games have the goal of shading the scene with as high of a quality as possible while being as efficient as possible. With more advanced tools being developed such as a compute shader. It has allowed for more efficient speed up of the shading process. One rendering technique that makes use of this, is Forward plus rendering. Forward plus rendering make use of a compute shader to perform a culling pass of all the lights. However, not all computers can make use of compute shaders. Objectives. The aims of this thesis are to investigate the performance of using the CPU to perform the light culling required by the Forward plus rendering technique, comparing it to the performance of a GPU implementation. With that, the aim is also to explore if the CPU can be an alternative solution for the light culling by the Forward plus rendering technique. Methods. The standard Forward plus is implemented using a compute shader. After which Forward plus is then implemented using CPU multithreaded to perform the light culling. Both versions of Forward plus are evaluated by sampling the frames per second during the tests with specific properties. Results. The results show that there is a difference in performance between the CPU and GPU implementation of Forward plus. This difference is fairly significant as with 256 lights rendered the GPU implementation has 126% more frames per second over the CPU implementation of Forward plus. However, the results show that the performance of the CPU implementation of Forward plus is viable. As the performance stays above 30 frames per second with less than 2048 lights in the scene. The performance also outperforms the performance of basic Forward rendering. Conclusions. The conclusion of this thesis shows that multi-threaded CPU can be used for culling lights for Forward plus rendering. It is also a viable chose over basic Forward rendering. With 64 lights the CPU implementation performs with 133% more frames per second over the basic Forward rendering.
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Dahlin, Alexander. "Improving Ray Tracing Performance with Variable Rate Shading." Thesis, Blekinge Tekniska Högskola, Institutionen för datavetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-21945.

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Background. Hardware-accelerated ray tracing has enabled ray traced reflections for real-time applications such as games. However, the number of rays traced each frame must be kept low to achieve expected frame rates. Therefore, techniques such as rendering the reflections at quarter resolution are used to limit the number of rays traced each frame. The new hardware features inline ray tracing, and hardware variable rate shading (VRS) could be combined to limit the rays even further. Objectives. The first goal is to use hardware VRS to limit the number of rays even further than rendering the reflections at quarter resolution, while maintaining the visual quality in the final rendered image. The second goal is to determine if inline ray tracing provides better performance than using ray generation shaders. Methods. Experiments are performed on a ray traced reflections pipeline using different techniques to generate rays. The techniques use inline ray tracing, inline ray tracing combined with VRS, and ray generation shaders. These are compared and evaluated using performance tests and the image evaluator \FLIP. Results. The results show that limiting the number of rays with hardware VRS result in a performance increase. The difference in visual quality between using inline ray tracing with VRS and previous techniques remain comparable. The performance tests show that inline ray tracing performs worse than ray generation shaders with increased scene complexity. Conclusions. The conclusion is that hardware VRS can be used to limit the number of rays and achieve better performance while visual quality remain comparable to previous techniques. Inline ray tracing does not perform better than ray generation shaders for workloads similar to ray traced reflections.
Bakgrund. Hårdvaruaccelererad strålspårning har möjliggjort strålspårade reflektioner för realtidsapplikationer såsom spel. Däremot måste antalet strålar som spåras hållas lågt för att förväntade bildfrekvenser ska uppnås. Därför används renderings-tekniker som att rendera reflektioner i en fjärdedels upplösning för att begränsa mängden strålar. De nya teknikerna inline strålspårning och hårdvarubaserad variable rate shading (VRS) kan användas för att minska antalet strålar ytterliggare. Syfte. Det första målet är att använda hårdvarubaserad VRS för att minska antalet strålar ytterligare jämfört med att rendera reflektioner i en fjärdedels upplösning, men samtidigt upprätthålla den visuella kvalitén. Det andra målet är att avgöra om inline strålspårning ger bättre prestanda än att använda strålgenererings shaders för reflektioner. Metod. För att svara på forskningsfrågorna ufördes experiment på en strålspårad reflektionspipeline med olika tekniker för att generera strålar. Teknikerna som testas är inline strålspårning, inline strålspårning kombinerat med VRS, samt strålgenererings shaders. Dessa jämförs och evalueras med prestandatester och bild-evaulatorn \FLIP. Resultat. Resultaten visar att minska mängden strålar med hårdvarubaserad VRS resulterar i en prestandaökning. Skillnaden i visuell kvalité mellan inline strålspårning kombinerat med VRS och tidigare tekniker är jämförbara. Prestandatesterna visar att inline strålspårning presterar värre än strålgenererings shaders vid ökad scenkomplexitet. Slutsatser. Slutsatsen är att hårdvarubaserad VRS kan användas för att minska antalet strålar och resultera i bättre prestanda, medan den visuella kvalitén är jämförbar med tidigare tekniker. Inline strålspårning ger inte bättre prestanda än strålgenererings shaders vid strålspårade reflektioner och liknande arbetsbelastning.
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Abidi, Faiz Abbas. "Remote High Performance Visualization of Big Data for Immersive Science." Thesis, Virginia Tech, 2017. http://hdl.handle.net/10919/78210.

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Remote visualization has emerged as a necessary tool in the analysis of big data. High-performance computing clusters can provide several benefits in scaling to larger data sizes, from parallel file systems to larger RAM profiles to parallel computation among many CPUs and GPUs. For scalable data visualization, remote visualization tools and infrastructure is critical where only pixels and interaction events are sent over the network instead of the data. In this paper, we present our pipeline using VirtualGL, TurboVNC, and ParaView to render over 40 million points using remote HPC clusters and project over 26 million pixels in a CAVE-style system. We benchmark the system by varying the video stream compression parameters supported by TurboVNC and establish some best practices for typical usage scenarios. This work will help research scientists and academicians in scaling their big data visualizations for real time interaction.
Master of Science
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Книги з теми "Performance rendering"

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Kim, Suyong, and Doo Yong Lee. Control Design for Haptic Systems: Enhancing the Stability and Rendering Performance. Springer, 2024.

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Adams, Jennifer Flitton. Teaching Costume Design and Costume Rendering: A Guide for Theatre and Performance Educators. Routledge, Chapman & Hall, Incorporated, 2023.

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Adams, Jennifer Flitton. Teaching Costume Design and Costume Rendering: A Guide for Theatre and Performance Educators. Routledge, Chapman & Hall, Incorporated, 2023.

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4

High-performance interactive graphics: Modeling, rendering, and animating for IBM PCs and compatibles. Blue Ridge Summit, PA: Tab Books, 1987.

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Eisenberg, Melvin A. The Role of Restitution in Contract Law. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780199731404.003.0025.

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Chapter 25 concerns the role of restitution in contract law. There are three basic types of case in which a contract-law plaintiff is awarded restitutionary damages. In the first type, the defendant has breached the contract but the plaintiff elects to recover restitutionary damages rather than expectation or reliance damages because restitutionary damages are higher. In the second type, the plaintiff has breached a contract after rendering partial performance, the defendant has not paid the plaintiff for the benefit conferred by his performance because the plaintiff has breached, and the plaintiff requests restitutionary damages for that benefit. In the third type the plaintiff rendered a performance pursuant to a contract that is unenforceable on some ground, and therefore is unable to bring a claim on the contract. Accordingly, the plaintiff requests restitutionary damages.
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Giordano, Cristiana, and Greg Pierotti. Affect Ethnography. Bloomsbury Publishing Plc, 2024. http://dx.doi.org/10.5040/9781350374843.

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Playing with the relation between truth and representation in the stories we tell as ethnographers, this book contributes to the current debates around experimental research methodologies and ethnographically grounded theatrical forms. It departs from other studies in the field by proposing a unique and easily followed methodology that brings together theatrical devising practices and anthropology. Through its theoretical exploration and performative script, the book bridges the relation between ethnographic writing and performativity, and simultaneously troubles conventional narrative practices in theatre and anthropology. The practice described in the book, Affect Theater, also emphasizes embodied and affective approaches to empirical research and defines a process for rendering this type of material into imaginative academic writing, collaborative performance, and other inventive forms, applicable across a range of academic disciplines.
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Eisenberg, Melvin A. Modes of Acceptance. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780199731404.003.0032.

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Chapter 32 concerns modes of acceptance. Most offers require acceptance by either a promise (offers for a bilateral contract) or an act (offers for a unilateral contract). In some cases an offer is ambiguous as to which mode of acceptance is required. Sometimes this ambiguity does not matter because the offeree performs an act that doubles as a promise. Often, however, cases that involve such ambiguity cannot be resolved this way. One approach to these cases is to apply the general principles of interpretation to determine which mode of acceptance is required. A different rule is embodied in Restatement Second Section 32: “In case of doubt an offer is interpreted as inviting the offeree to accept either by promising to perform what the offer requests or by rendering the performance, as the offeree chooses.”
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8

Mersch, Dieter, Deborah Levitt, and Jörg Sternagel. Acting and Performance in Moving Image Culture: Bodies, Screens, Renderings. with a Foreword by Lesley Stern. Transcript Verlag, 2014.

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Sternagel, J. Acting and Performance in Moving Image Culture: Bodies, Screens, Renderings. with a Foreword by Lesley Stern. transcript Verlag, 2014.

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10

Park, Chan E., Adnan Hossain, William Grange, Judith Fletcher, Domenico Pietropaolo, Hanne M. de Bruin, Josh Stenberg, et al. Korean Pansori as Voice Theatre. Bloomsbury Publishing Plc, 2023. http://dx.doi.org/10.5040/9781350174917.

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This book introduces readers to the historical, performative, and cultural context of pansori, a traditional Korean oral story-singing art. Written by a scholar-practitioner of the form, this study is structured in three parts and begins by introducing readers to the technical, aesthetic, and theoretical components of pansori as well as the synthesis of vocal and percussive elements that stage the narrative. It also reflects on the historical contexts of pansori alongside Korea’s transformation from Joseon monarchy to modern statehood. It argues that with colonial annexation came modernist influences that Korean dramatists and audiences used to create distinct new genres of Korean performance, using the common thread of pansori. It further explores the dynamic interplay of preservation and innovation, beginning in the post-war designation of national performance art and continuing with developments that coincide with Korea’s imprint on cultural globalization. Along with Korea’s growth as a world economic center, a growing enthusiasm for Korean culture around the world has increased the transmission and visibility of pansori. Chan E. Park argues that tradition and innovation are not as divergent as they are sometimes imagined to be and that tradition is the force that enables innovation. Unique among treatments of this subject, this book is written from combined researcher and practitioner perspectives. Drawing on her ethnographic work and performance practice, Chan E. Park interweaves expert knowledge of both the textual and performative aspects of the form, rendering legible this dramatic tradition. Pansori as voice theatre examines the practice of pansori, Korean oral storysinging, in its historical, performative, and cultural context. There are three sections to the text. Section One analyzes technical, aesthetic, and theoretical components of pansori. Using translated samples, the book explicates the synthesis of vocal and percussive elements that, together with the listening ear, stage the narrative. Section Two critically reflects on the historical contexts of pansori alongside Korea’s transformation from Joseon monarchy (1391-1910) to modern statehood. In the case of pansori tradition, the posited strict class hierarchies of Joseon were in fact porous, as attested by the patronages and collaborations over generations. With colonial annexation (1910-1945) came modernist influences that Korean dramatists and audiences localized into distinct new genres of Korean performance using the common thread of pansori. Section Three examines the dynamic interplay of preservation and innovation, beginning in the post-War designation of national performance art (gugak) and continuing with off-mainstream, fusion, and hybrid developments that coincide with Korea’s imprint on cultural globalization (hallyu). Along with Korea’s growth as a world economic center (late twentieth century to present), a growing enthusiasm for Korean culture around the world has increased the transmission and visibility of pansori through institutions of popular culture. Ultimately, tradition and innovation are not as divergent as they are sometimes imagined to be. Rather, a study of pansori suggests that tradition is the centripetal force that enables innovation for the collective theatrical imagination.
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Частини книг з теми "Performance rendering"

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Wang, Tong. "High-Performance Many-Light Rendering." In Encyclopedia of Computer Graphics and Games, 865–70. Cham: Springer International Publishing, 2024. http://dx.doi.org/10.1007/978-3-031-23161-2_397.

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Wang, Tong. "High-Performance Many-Light Rendering." In Encyclopedia of Computer Graphics and Games, 1–6. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-319-08234-9_397-1.

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Flossmann, Sebastian, Maarten Grachten, and Gerhard Widmer. "Expressive Performance Rendering with Probabilistic Models." In Guide to Computing for Expressive Music Performance, 75–98. London: Springer London, 2012. http://dx.doi.org/10.1007/978-1-4471-4123-5_3.

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4

Padilla, Armando, and Tim Hawkins. "Chapter 2 Improving Client Download and Rendering Performance." In Pro PHP Application Performance, 25–53. Berkeley, CA: Apress, 2010. http://dx.doi.org/10.1007/978-1-4302-2899-8_2.

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5

Hancock, D. J., and R. J. Hubbold. "Distributed parallel volume rendering on shared memory systems." In High-Performance Computing and Networking, 157–64. Berlin, Heidelberg: Springer Berlin Heidelberg, 1997. http://dx.doi.org/10.1007/bfb0031589.

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6

Dévai, Frank. "Scan-Line Methods for Parallel Rendering." In High Performance Computing for Computer Graphics and Visualisation, 88–98. London: Springer London, 1996. http://dx.doi.org/10.1007/978-1-4471-1011-8_7.

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Sur, F., B. Blaysat, and M. Grédiac. "Speckle Image Rendering for DIC Performance Assessment." In Conference Proceedings of the Society for Experimental Mechanics Series, 75–77. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-97481-1_8.

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8

Navik, Ankit P., Mukesh A. Zaveri, Sristi Vns Murthy, and Manoj Dawarwadikar. "Microbenchmark Based Performance Evaluation of GPU Rendering." In Emerging Research in Computing, Information, Communication and Applications, 407–15. New Delhi: Springer India, 2015. http://dx.doi.org/10.1007/978-81-322-2550-8_39.

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Kurç, Tahsin M., Hüseyin Kutluca, Cevdet Aykanat, and Bülent Özgüç. "A comparison of spatial subdivision algorithms for sort-first rendering." In High-Performance Computing and Networking, 137–46. Berlin, Heidelberg: Springer Berlin Heidelberg, 1997. http://dx.doi.org/10.1007/bfb0031587.

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10

Shturtz, I. V., and S. Yu Belyaev. "Modular composing high-performance real-time rendering software." In Multimedia, Hypermedia, and Virtual Reality Models, Systems, and Applications, 130–35. Berlin, Heidelberg: Springer Berlin Heidelberg, 1996. http://dx.doi.org/10.1007/3-540-61282-3_13.

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Тези доповідей конференцій з теми "Performance rendering"

1

Jiang, Yuheng, Zhehao Shen, Penghao Wang, Zhuo Su, Yu Hong, Yingliang Zhang, Jingyi Yu, and Lan Xu. "HiFi4G: High-Fidelity Human Performance Rendering via Compact Gaussian Splatting." In 2024 IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR), 19734–45. IEEE, 2024. http://dx.doi.org/10.1109/cvpr52733.2024.01866.

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2

Akeley, Kurt, and Tom Jermoluk. "High-performance polygon rendering." In the 15th annual conference. New York, New York, USA: ACM Press, 1988. http://dx.doi.org/10.1145/54852.378516.

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3

Hesser, J., A. Kugel, H. Singpiel, B. Vettermann, and R. Männer. "Volume Rendering FPGA Hardware." In International Symposium on Computer Architecture and High Performance Computing. Sociedade Brasileira de Computação, 1999. http://dx.doi.org/10.5753/sbac-pad.1999.19799.

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This paper discusses the implementation of volume rendering on FPGA hardware. The FPGA board is based on a 2x2 matrix of FPGA devices that are reprogrammed for different data processing tasks that occur during rendering. Moreover, it is shown how branch and data hazards are overcome in the pipelined system by multithreading.
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Polok, L., R. Barton, P. Chudy, P. Krsek, P. Smrz, and D. Petr. "Terrain rendering algorithm performance analysis." In 2012 IEEE/AIAA 31st Digital Avionics Systems Conference (DASC). IEEE, 2012. http://dx.doi.org/10.1109/dasc.2012.6382297.

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Polok, L., R. Barton, P. Chudy, P. Smrz, P. Krsek, and P. Dittrich. "Terrain rendering algorithm performance analysis." In 2012 IEEE/AIAA 31st Digital Avionics Systems Conference (DASC). IEEE, 2012. http://dx.doi.org/10.1109/dasc.2012.6382971.

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Crassin, Cyril, Chris Wyman, Morgan McGuire, and Aaron Lefohn. "Correlation-aware semi-analytic visibility for antialiased rendering." In HPG '18: High-Performance Graphics. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3231578.3231584.

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Kerbl, Bernhard, Michael Kenzel, Dieter Schmalstieg, and Markus Steinberger. "Effective static bin patterns for sort-middle rendering." In HPG '17: High-Performance Graphics. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3105762.3105777.

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Larsen, Matthew, Cyrus Harrison, James Kress, David Pugmire, Jeremy S. Meredith, and Hank Childs. "Performance Modeling of In Situ Rendering." In SC16: International Conference for High Performance Computing, Networking, Storage and Analysis. IEEE, 2016. http://dx.doi.org/10.1109/sc.2016.23.

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Wörister, Michael, Harald Steinlechner, Stefan Maierhofer, and Robert F. Tobler. "Lazy incremental computation for efficient scene graph rendering." In the 5th High-Performance Graphics Conference. New York, New York, USA: ACM Press, 2013. http://dx.doi.org/10.1145/2492045.2492051.

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Pak Chung Wong and R. D. Bergeron. "Performance Evaluation of Multiresolution Isosurface Rendering." In Dagstuhl '97 - Scientific Visualization Conference. IEEE, 1997. http://dx.doi.org/10.1109/dagstuhl.1997.1423128.

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Звіти організацій з теми "Performance rendering"

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Bethel, Edward W. Using wesBench to Study the Rendering Performance of Graphics Processing Units. Office of Scientific and Technical Information (OSTI), January 2010. http://dx.doi.org/10.2172/981519.

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McGarrigle, Malachy. Watchpoints for Consideration When Utilising a VDI Network to Teach Archicad BIM Software Within an Educational Programme. Unitec ePress, October 2023. http://dx.doi.org/10.34074/ocds.099.

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This research identifies factors to be considered in the adoption of a virtual desktop infrastructure (VDI) accommodating the software needs of a tertiary institution. The study discusses the potential advantages and disadvantages of VDI, focusing specifically on the performance of the architectural software Archicad when used virtually. The findings will be relevant to similar programmes, such as Revit, and software used in other disciplines, especially where processing power is important. Aims discussed include reducing high-specification computers rarely used to capacity, assessing user experience, and feasibility of VDI remote access. Primarily a case study, this project centres around delivery of papers in the New Zealand Diploma of Architectural Technology programme at Unitec | Te Pūkenga that employ Archicad. Software efficiency and performance was monitored throughout teaching across numerous semesters. Incidents were logged and VDI operation tracked, especially during complex tasks such as image rendering. Load testing was also carried out to assess the implications of large user numbers simultaneously performing such complex tasks. Project findings indicate that Archicad performance depends on the design and specification of the virtual platform. Factors such as processing power, RAM allocation and ratio of users to virtual machines (VM)s proved crucial. Tasks executed by the software and how software itself uses hardware are other considerations. This research is important, as its findings could influence the information technology strategies of both academic institutions and industry in coming years. Virtual computing provides many benefits, and this project could provide the confidence for stakeholders to adopt new strategies using VDI instead of the traditional approach of computers with locally installed software applications.
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3

Weiss. PR-318-06701-R01 Predicting and Mitigating Salt Precipitation. Chantilly, Virginia: Pipeline Research Council International, Inc. (PRCI), February 2009. http://dx.doi.org/10.55274/r0010976.

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Brine solutions are often produced during gas storage operations, and when these solutions encounter changing temperature or pressure, salt can precipitate. This salt (NaCl) can impair productivity and may even result in abandonment of wells. Dilution with fresh water is the preferred method of mitigating the salt buildup. Existing salt deposits are dissolved with fresh water. Additionally, fresh water is used as a produced water diluent to reduce supersaturation with respect to NaCl. However, this can be expensive depending on the method of application, and as fresh water becomes scarcer, the method will become more expensive. A number of chemicals are reported to reduce or prevent salt deposition. Among them are ferrocyanide and some organic molecules such as nitrilotriacetic acid and nitrilotriacetamide (NTAm). These inhibitors are thought to prevent salt precipitation by crystal modification or by interfering with crystal growth. Their effectiveness, however, varies with their concentration and the chemistry of the brines. For example, ferrocyanide is a very effective salt inhibitor; however, at low pH or in the presence of large amounts of iron it decomposes rendering it ineffective. As shown in Figs. 1 and 2 where supersaturated solutions of NaCl are cooled to room temperature, the performance of both chemicals is reduced as the reservoir water increases in calcium and/or magnesium, eventually becoming ineffective. But even when precipitate is formed, both inhibitors affect the properties of the precipitate so that there is no caking with no tendency to form large crystals associated with sodium chloride scale. The questions concerning the environmental issues associated with ferrocyanide that arose during Phase I are addressed in this report.
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4

Roberts, Rodney G., Balaram Nutakki, and Daniel W. Repperger. Synthesizing the Dynamics of Cyberspace Visual Renderings for Distributive Systems to Characterize Cyber Attack, Performance, and Vulnerability. Fort Belvoir, VA: Defense Technical Information Center, March 2011. http://dx.doi.org/10.21236/ada544615.

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5

Husson, Scott M., Viatcheslav Freger, and Moshe Herzberg. Antimicrobial and fouling-resistant membranes for treatment of agricultural and municipal wastewater. United States Department of Agriculture, January 2013. http://dx.doi.org/10.32747/2013.7598151.bard.

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This research project introduced a novel membrane coating strategy to combat biofouling, which is a major problem for the membrane-based treatment of agricultural and municipal wastewaters. The novelty of the strategy is that the membrane coatings have the unique ability to switch reversibly between passive (antifouling) and active (antimicrobial) fouling control mechanisms. This dual-mode approach differs fundamentally from other coating strategies that rely solely on one mode of fouling control. The research project had two complementary objectives: (1) preparation, characterization, and testing of dual-mode polymer nanolayers on planar surfaces and (2) evaluation of these nanolayers as membrane modifiers. The first objective was designed to provide a fundamental understanding of how polymer nanolayer chemistry and structure affect bacterial deposition and to demonstrate the reversibility of chemical switching. The second objective, which focused on membrane development, characterization, and testing, was designed to demonstrate methods for the production of water treatment membranes that couple passive and active biofouling control mechanisms. Both objectives were attained through synergistic collaboration among the three research groups. Using planar silicon and glass surfaces, we demonstrated using infrared spectroscopy that this new polymer coating can switch reversibly between the anti-fouling, zwitterion mode and an anti-microbial, quaternary amine mode. We showed that switching could be done more than 50 times without loss of activity and that the kinetics for switching from a low fouling zwitterion surface to an antimicrobial quaternary amine surface is practical for use. While a low pH was required for switching in the original polymer, we illustrated that by slightly altering the chemistry, it is possible to adjust the pH at which the switching occurs. A method was developed for applying the new zwitterionic surface chemistry onto polyethersulfone (PES) ultrafiltration membranes. Bacteria deposition studies showed that the new chemistry performed better than other common anti-fouling chemistries. Biofilm studies showed that PESultrafiltration membranes coated with the new chemistry accumulated half the biomass volume as unmodified membranes. Biofilm studies also showed that PES membranes coated with the new chemistry in the anti-microbial mode attained higher biofilm mortality than PES membranes coated with a common, non-switchablezwitterionic polymer. Results from our research are expected to improve membrane performance for the purification of wastewaters prior to use in irrigation. Since reduction in flux due to biofouling is one of the largest costs associated with membrane processes in water treatment, using dual-mode nanolayer coatings that switch between passive and active control of biofouling and enable detachment of attached biofoulants would have significant economic and societal impacts. Specifically, this research program developed and tested advanced ultrafiltration membranes for the treatment of wastewaters. Such membranes could find use in membrane bioreactors treating municipal wastewater, a slightly upgraded version of what presently is used in Israel for irrigation. They also may find use for pretreatment of agricultural wastewaters, e.g., rendering facility wastewater, prior to reverse osmosis for desalination. The need to desalinate such impaired waters water for unlimited agricultural use is likely in the near future.
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