Essays about: "shader"
Showing result 1 - 5 of 42 essays containing the word shader.
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1. Radar and sea clutter simulation with Unity 3D game engine
University essay from Linköpings universitet/Programvara och systemAbstract : Game engines are well known for their use in the gaming industry but are starting to have an impact in other areas as well. Architecture, automotive, and the defence industry are today using these engines to visualise and, to some extent, test their products. READ MORE
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2. Android Runtime Shader Performance Analysis
University essay from Uppsala universitet/Institutionen för informationsteknologiAbstract : RuntimeShader is newly introduced into Android API from Android 13 (API level 33). The class can be used to build fragment shaders with Android Graphics Shading Language (AGSL), a shading language. READ MORE
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3. Evaluating Direct3D 12 GPU Resource Synchronization on Performance and Cache Operations
University essay from Blekinge Tekniska Högskola/Fakulteten för datavetenskaperAbstract : Background. Lower-level graphics programming interfaces such as Direct3D 12 re-quire synchronization and data hazards between dependent workloads to be resolvedmanually. A barrier is a primitive used to resolve synchronization and data hazardsin a manner to achieve correct behavior by allowing developers to define waits be-tween workloads. READ MORE
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4. Color halftoning methods for screen printing and special effect pigments : Reproducing iridescent colors
University essay from Linköpings universitet/Institutionen för teknik och naturvetenskapAbstract : Iridescence is the property that makes colors vary by angle of observation. Technology has made it possible to print with ink that has this anisotropic property. The ink that is used contains microparticles and therefore only specific printing methods can be used, for example screen printing. READ MORE
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5. Smooth Particle Ribbons Through Hardware Accelerated Tessellation
University essay from KTH/Skolan för elektroteknik och datavetenskap (EECS)Abstract : Generating and rendering ribbons from a stream of particles is common in games and VFX to visualize flow. To create detailed smooth particle ribbons this work combines tessellation and B-splines, which gives smooth surfaces with contiguous normals. READ MORE