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Many graphics rendering algorithms used in both real time games and virtual reality applications can get performance boosts by reusing previous computations. However, the temporal reuse based algorithms are typically measured using trivial benchmarks
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::01a568bec2ef13fb464b0443995ce7bc
https://trepo.tuni.fi/handle/10024/139755
https://trepo.tuni.fi/handle/10024/139755
Autor:
Alanko, Joel
Most graphics rendering algorithms used in both animated feature films and real time games can enjoy the performance and quality boost that comes with temporally reusing previous computation. However, there is a lack of proper rendering benchmarks th
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=od______4853::c914910b00de952bdc1437b26af95fa8
https://trepo.tuni.fi/handle/10024/131246
https://trepo.tuni.fi/handle/10024/131246