Sökning: "Shader"
Visar resultat 1 - 5 av 58 uppsatser innehållade ordet Shader.
1. Radar and sea clutter simulation with Unity 3D game engine
M1-uppsats, Linköpings universitet/Programvara och systemSammanfattning : 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. LÄS MER
2. Android Runtime Shader Performance Analysis
Master-uppsats, Uppsala universitet/Institutionen för informationsteknologiSammanfattning : 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. LÄS MER
3. Evaluating Direct3D 12 GPU Resource Synchronization on Performance and Cache Operations
Uppsats för yrkesexamina på avancerad nivå, Blekinge Tekniska Högskola/Fakulteten för datavetenskaperSammanfattning : 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. LÄS MER
4. Color halftoning methods for screen printing and special effect pigments : Reproducing iridescent colors
Master-uppsats, Linköpings universitet/Institutionen för teknik och naturvetenskapSammanfattning : 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. LÄS MER
5. Smooth Particle Ribbons Through Hardware Accelerated Tessellation
Master-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)Sammanfattning : 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. LÄS MER