Academic literature on the topic 'COMPUTER-GRAPHICS DEVICES'

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Journal articles on the topic "COMPUTER-GRAPHICS DEVICES"

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Fröhlich, Torsten, and Marcus Roth. "Integration of Multidimensional Interaction Devices in Real-Time Computer Graphics Applications." Computer Graphics Forum 19, no. 3 (September 2000): 313–20. http://dx.doi.org/10.1111/1467-8659.00423.

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Warsito, Ary Budi, and Khalid Al Fikri. "Rekayasa Teknik Merubah Nama Kartu Grafis AMD Radeon Menggunakan Notepad Pada Sistem Operasi Windows 10." Technomedia Journal 2, no. 1 (August 27, 2017): 1–16. http://dx.doi.org/10.33050/tmj.v2i1.311.

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Nama Kartu grafis merupakan bentuk informasi sebuah perangkat komputer maupun perangkat laptop yang sangat penting saat ini, selain fungsinya sangat di sukai hampir disemua kalangan, perangkat komputer yang satu ini tidak bisa jauh dari pasangannya yaitu sebuah prosesor, tidak ada kartu grafis maka prosesor tidak akan menunjukan fungsinya dengan maksimal. Sebut saja salah satu brand kartu grafis terkenal, yaitu AMD (Advanced Micro Device). Namun penamaan kartu grafis yang diberikan AMD lewat driver masih kurang jelas dan akurat, dikarenakan developer yang mengelola divisi driver AMD ini masih malas merubah nama produk kartu grafisnya satu per satu setiap brand, oleh karena itu maka penulis akan membuat Rekayasa teknik merubah nama kartu grafis AMD Radeon Menggunakan Notepad pada sistem operasi windows 10, sehingga dengan ini user atau pengguna kartu grafis AMD Radeon akan bisa lebih memahami secara mendalam mengapa kartu grafis ini namanya tidak sesuai. Kata Kunci: Kartu Grafis, AMD Radeon, Notepad The name of the graphics card is a form of information devices and laptop computers are very important at this time, in addition to its functions very preferred in almost all circles of computer devices, this one could not be further from his partner a processor, no graphics card then the processor will not indicate it functions optimally. Call it one of the brand famous, i.e. graphics card AMD (Advanced Micro Device). But the naming of the given graphics card AMD passing drivers still less clear and accurate, due to the developer who manages the Division drivers AMD is still lazy graphics card product name change one by one each brand, therefore then the author would mak e engineering change name AMD Radeon graphics cardusing Notepad on a windows operating system 10, so with this user or users of the AMD Radeon graphics card will be able to understand more deeply why this graphics card name is not appropriate. Keywords: Graphics Card, AMD Radeon, Notepad
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Hoag, Didrik. "Computer Input Devices and the Elderly User Performing a fine Graphics Manipulation Task." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 40, no. 24 (October 1996): 1257. http://dx.doi.org/10.1177/154193129604002411.

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Osadcha, Kateryna, and Victoriia Baluta. "The influence of modern trends in digital art on the content of training in computer graphics and digital design." Ukrainian Journal of Educational Studies and Information Technology 9, no. 1 (March 31, 2021): 1–12. http://dx.doi.org/10.32919/uesit.2021.01.01.

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The development of digital technologies leads to a variety of pictorial arts. With the advent of computer technology and communication technologies, areas such as computer graphics, computer and digital design, and phenomena such as digital art have emerged. The article analyzes these concepts, which provided an opportunity for further study. Based on the analysis of Internet resources on digital art, the following main trends are identified: virtual art, 3D printing, open source software, art of artificial intelligence, a combination of 2D animation and modern technologies, 3D painting, UX / UI design, game design, concept art and character design. Examples of reflection these tendencies in modern art are given. Given the selected trends, it is shown how they affect the content of training in computer graphics and digital design for students of the educational program "Digital Design" (list of compulsory and optional educational components, the content of educational practice). It is noted that to successfully work with computer graphics, students need to master traditional knowledge of pictorial arts (the concept of composition, color, perspective, proportions, shadows) and the ability to use them to create digital products using computer programs (2D graphic editors and 3D graphics) and digital technology (graphics tablet, personal and personal computer, projection equipment, camera, devices for VR and AR reality, scanner and printer, including 3D scanner and 3D printer).
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Prévoteau, J., S. Chalençon-Piotin, D. Debons, L. Lucas, and Y. Remion. "Multiview Shooting Geometry for Multiscopic Rendering with Controlled Distortion." International Journal of Digital Multimedia Broadcasting 2010 (2010): 1–11. http://dx.doi.org/10.1155/2010/975674.

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A fundamental element of stereoscopic and/or autostereoscopic image production is the geometrical analysis of the shooting and viewing conditions in order to obtain a qualitative 3D perception experience. This paper firstly compares the perceived depth with the shot scene depth from the viewing and shooting geometries for a couple of shooting and rendering devices. This yields a depth distortion model whose parameters are expressed from the geometrical characteristics of shooting and rendering devices. Secondly, these expressions are inverted in order to design convenient shooting layouts yielding chosen distortions on specific rendering devices. Thirdly, this design scheme provides three shooting technologies (3D computer graphics software, photo rail, and camera box system) producing qualitative 3D content for various kinds of scenes (real or virtual, still or animated), complying with any prechosen distortion when rendered on any specific multiscopic technology or device formerly specified.
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STEVENSON, ROGER, JAMES G. PHILLIPS, and TOM J. TRIGGS. "MOUSE AND DISPLAY TABLETS AS CURSOR CONTROL DEVICES." International Journal of Pattern Recognition and Artificial Intelligence 18, no. 07 (November 2004): 1221–32. http://dx.doi.org/10.1142/s0218001404003733.

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Given the proliferation of touch-sensitive screen technologies, the factors contributing to efficiency of cursor control device were examined to better inform choice and design of Graphical User Interfaces. Fitts' law can be used to describe the relative efficiency of these cursor control devices. Experiment One required 18 participants to move a cursor between targets depicted upon a WACOM PL400 display graphics tablet, over various amplitudes, using a computer mouse or stylus, examining the speed and accuracy of cursor placement. The touch sensitive screen allowed faster acquisition of targets than the mouse. Since the mouse has a higher control/display ratio (gain) than the touch sensitive screen, Experiment Two addressed manipulation of the gain settings on computer mouse performance. Low gain offered some accuracy benefits. Possible posture problems associated with the touch sensitive screen were explored in Experiment Three. Screen orientation had little effect upon cursor positioning performance, suggesting the benefits of the touch sensitive screen can be transferred to user-friendly postures.
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Pulli, K., T. Aarnio, K. Roimela, and J. Vaarala. "Designing Graphics Programming Interfaces for Mobile Devices." IEEE Computer Graphics and Applications 25, no. 6 (November 2005): 66–75. http://dx.doi.org/10.1109/mcg.2005.129.

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Lima, Alex S. C., and Edson A. C. Junior. "Experimental Approach of the Asymptotic Computational Complexity of Shaders for Mobile Devices with OpenGL ES." Journal on Interactive Systems 8, no. 1 (September 14, 2017): 1. http://dx.doi.org/10.5753/jis.2017.673.

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The usage of mobile devices and increasingly realistic graphics is emerging, but the graphics performance is still a critical factor in games. There’s more hardware restriction on mobile devices than on a computer. Thus, this paper proposes an experimental approximation of the asymptotic computational complexity of miscellaneous vertex and fragment shaders for Android and iOS platforms. The asymptotic complexities of the shaders will be analyzed based on number of instructions per second and rendering time metrics, depending on the number of polygons rendered. By means of the adjusted curves is also possible to compare the performance of the devices used in this work, which are the Nexus 4, HTC One, iPhone 5s and iPad Air. Besides, an automatic tool – that plots the data and uses the method of least squares to adjust the values obtained – will be presented, being able to estimate which curve has better approximation to the sampled data.
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Hernández, Rubén Jesús García, Antonio Rodríguez Benítez, Juan Manuel García González, Milán Magdics, Philippe Bekaert, and Mateu Sbert. "Implementation of an Immersive Videogame." International Journal of Creative Interfaces and Computer Graphics 6, no. 1 (January 2015): 1–20. http://dx.doi.org/10.4018/ijcicg.2015010101.

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Legends of Girona is a serious game which can be used to teach local history to students in the province of Girona in Spain. The game is a graphic adventure taking place in both present-day and medieval Girona. The authors describe in this paper the design of the game, including aspects related to artificial intelligence, advanced computer graphics, exergaming, mobile platforms and immersive devices. A collection of different devices is supported, including input devices such as head trackers and output devices such as cylindrical and spherical domes, immersapods, and 3D helmets. The authors provide an overview of all the stages required for the configuration of immersive devices (calibration procedure, adaptation and rendering). They also present some directions of future work.
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Frohlich, B., J. Hochstrate, A. Kulik, and A. Huckauf. "On 3D input devices." IEEE Computer Graphics and Applications 26, no. 2 (March 2006): 15–19. http://dx.doi.org/10.1109/mcg.2006.45.

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Dissertations / Theses on the topic "COMPUTER-GRAPHICS DEVICES"

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Pedraza, Vincent. "CATSY, computer aided teaching system : system overview, graphics and applications." Virtual Press, 1985. http://liblink.bsu.edu/uhtbin/catkey/416441.

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Computer Aided Teaching System (CATSY) is an interactive graphics system, utilizing current microcomputer technology, along with a graphics tablet and a large screen projection system to enhance lecture presentations. Included in this thesis are descriptions of the supporting graphics software (POLY-ReGIS) and the computer peripherals used in the development of CATSY.The development of interactive graphics is stressed in this thesis. Applications of these graphics to CATSY are presented and an introduction to the data structures used in this system is also given. This thesis is intended to support and complement the masters thesis presented by Mr. John Raab, which deals primarily with the system implementation, data structures and the text editor used in CATSY.
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Morovič, Ján. "To develop a universal gamut mapping algorithm." Thesis, University of Derby, 1998. http://hdl.handle.net/10545/200029.

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Banerjee, Kutty S. "Remote Execution for 3D Graphics." Link to electronic thesis, 2005. http://www.wpi.edu/Pubs/ETD/Available/etd-052305-160204/.

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Franklin, Paula. "First aid when and where you need it, development of first aid self-care, patient education for web and mobile devices /." Online version of thesis, 2008. http://hdl.handle.net/1850/7903.

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Papaliakos, Vasilios. "Content repurposing of electrical diagrams for presentation in handheld devices." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Dec%5FPapaliakos.pdf.

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Thesis (M.S. in Computer Science)--Naval Postgraduate School, December 2004.
Thesis advisor(s): Neil C. Rowe, Gurminder Singh. Includes bibliographical references (p. 59-65). Also available online.
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Wahlén, Conrad. "Global Illumination in Real-Time using Voxel Cone Tracing on Mobile Devices." Thesis, Linköpings universitet, Informationskodning, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-141881.

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This thesis explores Voxel Cone Tracing as a possible Global Illumination solutionon mobile devices.The rapid increase of performance on low-power graphics processors hasmade a big impact. More advanced computer graphics algorithms are now possi-ble on a new range of devices. One category of such algorithms is Global Illumi-nation, which calculates realistic lighting in rendered scenes. The combinationof advanced graphics and portability is of special interest to implement in newtechnologies like Virtual Reality.The result of this thesis shows that while possible to implement a state of theart Global Illumination algorithm, the performance of mobile Graphics Process-ing Units is still not enough to make it usable in real-time.
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Light, Brandon W. "Energy-efficient photon mapping." Link to electronic thesis, 2007. http://www.wpi.edu/Pubs/ETD/Available/etd-051007-092224/.

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Thesis (M.S.) -- Worcester Polytechnic Institute.
Keywords: mobile devices; photon mapping; global illumination; ray tracing; energy; mobile; computer graphics. Includes bibliographical references (leaves 66-68).
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Ryan, David B. "Improving Brain-Computer Interface Performance: Giving the P300 Speller Some Color." Digital Commons @ East Tennessee State University, 2011. https://dc.etsu.edu/etd/1328.

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Individuals who suffer from severe motor disabilities face the possibility of the loss of speech. A Brain-Computer Interface (BCI) can provide a means for communication through non-muscular control. Current BCI systems use characters that flash from gray to white (GW), making adjacent character difficult to distinguish from the target. The current study implements two types of color stimulus (grey to color [GC] and color intensification [CI]) and I hypotheses that color stimuli will; (1) reduce distraction of nontargets (2) enhance target response (3) reduce eye strain. Online results (n=21) show that GC has increased information transfer rate over CI. Mean amplitude revealed that GC had earlier positive latency than GW and greater negative amplitude than CI, suggesting a faster perceptual process for GC. Offline performance of individual optimal channels revealed significant improvement over online standardized channels. Results suggest the importance of a color stimulus for enhanced response and ease of use.
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Van, der Merwe Elmarie. "Young adults' association with Minspeak TM icons." Pretoria : [s.n.], 2000. http://upetd.up.ac.za/thesis/available/etd-06182008-123423.

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Lohrmann, Peter J. "Energy-Efficient Interactive Ray Tracing of Static Scenes on Programmable Mobile GPUs." Digital WPI, 2007. https://digitalcommons.wpi.edu/etd-theses/60.

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Mobile technology is improving in quality and capability faster now than ever before. When first introduced, cell phones were strictly used to make voice calls; now, they play satellite radio, MP3s, streaming television, have GPS and navigation capabilities, and have multi-megapixel video cameras. In the near future, cell phones will have programmable graphics processing units (GPU) that will allow users to play games similar to those currently available for top-of-the-line game consoles. Personal digital assistants enable users with full email, scheduling, and internet browsing capabilities in addition to those features offered on cell phones. Underlying all this mobile technology and entertainment is a battery whose technology has just barely tripled in the past 15 years, compared to available disk capacity that has increased over 1,000-fold. Ray tracing is a rendering technique used to generate photorealistic images that include reflections, refraction, participating media, and can fairly easily be extended to include photon mapping for indirect illumination and caustics. In recent years, ray tracing has been implemented on the GPU using various acceleration structures to facilitate rendering. Until now, all studies have used build time and achievable frame rates to determine which acceleration structure is best for ray tracing. We present the very first results comparing both CPU and GPU raytracing using various acceleration structures in terms of energy consumption. By exploring per-pixel costs, we provide insight on the energy consumption and frame rates that can be experienced on cell phones and other mobile devices based on currently available screen resolutions. Our results show that the choice in processing unit has the greatest affect on energy and time costs of ray tracing, followed by the size of the viewport used, and the choice of acceleration structure has the least impact on efficiency. For mobile devices enabled with a programmable GPU, whether it is a cell phone, PDA, or laptop computer, a bounding volume hierarchy implemented on the GPU is the most energy-efficient acceleration structure for ray tracing. Ray tracing on cellular phones with smaller screen resolutions is most energy-efficient using a CPU-based Kd-Tree implementation.
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Books on the topic "COMPUTER-GRAPHICS DEVICES"

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Krug, David A. Micro-mousetraps: Educational activities for teaching basic concepts and skills using computer graphics devices. Portland, OR: ASIEP Education Co., 1985.

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Computer Graphics International 2000 (2000 Geneva, Switzerland). Computer Graphics International: Proceedings, 19-24 June 2000, Geneva, Switzerland : CGI 2000. Los Alamitos, Calif: IEEE Computer Society Press, 2000.

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Lowther, D. A. Computer-Aided Design in Magnetics. Berlin, Heidelberg: Springer Berlin Heidelberg, 1986.

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Pavel, Samsonov, ed. Powerpoint for teachers: Dynamic presentations and interactive classroom projects (grades K-12). San Francisco: Jossey-Bass, 2008.

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McGreevy, Michael Wallace. Format and basic geometry of a perspective display of air traffic for the cockpit. Moffett Field, Calif: Ames Research center, 1991.

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Middleton, David B. Flight test of takeoff performance monitoring system. Hampton: National Aeronautics and Space Administration, Langley Research Center, 1994.

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Middleton, David B. Flight test of takeoff performance monitoring system. Hampton, Va: National Aeronautics and Space Administration, Langley Research Center, 1994.

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Jukka, Springare, and SpringerLink (Online service), eds. Haptics: Perception, Devices, Mobility, and Communication: International Conference, EuroHaptics 2012, Tampere, Finland, June 13-15, 2012 Proceedings, Part II. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012.

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Jukka, Springare, and SpringerLink (Online service), eds. Haptics: Perception, Devices, Mobility, and Communication: International Conference, EuroHaptics 2012, Tampere, Finland, June 13-15, 2012. Proceedings, Part I. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012.

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Justesen, Jørn. Two-dimensional information theory and coding: With application to graphics and high-density storage media. Cambridge: Cambridge University Press, 2010.

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Book chapters on the topic "COMPUTER-GRAPHICS DEVICES"

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Enderle, Günter, Klaus Kansy, and Günther Pfaff. "Interfaces to Graphics Devices." In Computer Graphics Programming, 576–88. Berlin, Heidelberg: Springer Berlin Heidelberg, 1987. http://dx.doi.org/10.1007/978-3-642-71079-7_46.

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Enderle, Günter, Klaus Kansy, and Günther Pfaff. "Mapping Logical onto Physical Input Devices." In Computer Graphics Programming, 515–27. Berlin, Heidelberg: Springer Berlin Heidelberg, 1987. http://dx.doi.org/10.1007/978-3-642-71079-7_43.

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Laroff, G. P., and A. Palier. "Business Graphics: Graphics Devices and Trends." In Advances in Computer Graphics I, 285–323. Berlin, Heidelberg: Springer Berlin Heidelberg, 1986. http://dx.doi.org/10.1007/978-3-642-46514-7_14.

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Shackel, B. "Human Factors of Input and Output Devices." In Techniques for Computer Graphics, 403–19. New York, NY: Springer New York, 1987. http://dx.doi.org/10.1007/978-1-4613-8713-8_15.

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Matusiak, Karol, and Piotr Skulimowski. "Comparison of Key Point Detectors in SIFT Implementation for Mobile Devices." In Computer Vision and Graphics, 509–16. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-33564-8_61.

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Angell, Ian O., and Gareth Griffith. "Familiarisation with Graphics Devices and Primitives." In High-resolution Computer Graphics Using FORTRAN 77, 1–22. London: Macmillan Education UK, 1987. http://dx.doi.org/10.1007/978-1-349-18644-0_1.

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Angell, Ian O., and Gareth Griffith. "Familiarisation with Programs, Graphics Devices and Primitives." In High-resolution Computer Graphics Using Pascal, 1–24. London: Macmillan Education UK, 1988. http://dx.doi.org/10.1007/978-1-349-19714-9_1.

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Angell, Ian O. "Familiarisation with Programs, Graphics Devices and Primitives." In High-resolution Computer Graphics Using C, 1–26. London: Macmillan Education UK, 1990. http://dx.doi.org/10.1007/978-1-349-20759-6_1.

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Dominjon, Lionel, Anatole Lécuyer, Jean-Marie Burkhardt, and Simon Richir. "A Comparison of Three Techniques to Interact in Large Virtual Environments Using Haptic Devices with Limited Workspace." In Advances in Computer Graphics, 288–99. Berlin, Heidelberg: Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11784203_25.

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Ďurikovič, Roman, Andrej Mihálik, Branislav Ballon, and Pavol Kunovský. "Measuring the Light Reflectance with Mobile Devices." In Mathematical Insights into Advanced Computer Graphics Techniques, 35–49. Singapore: Springer Singapore, 2018. http://dx.doi.org/10.1007/978-981-13-2850-3_3.

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Conference papers on the topic "COMPUTER-GRAPHICS DEVICES"

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Matsuda, Sho, Tomohiko Fujii, Takeshi Yamaguchi, and Hiroshi Yoshikawa. "Fast generation of computer-generated hologram by graphics processing unit." In SPIE OPTO: Integrated Optoelectronic Devices, edited by Hans I. Bjelkhagen and Raymond K. Kostuk. SPIE, 2009. http://dx.doi.org/10.1117/12.809792.

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He, Zhiying, and Xiaohui Liang. "Multi-attributes controlled point-based rendering architecture for mobile devices." In 2009 11th IEEE International Conference on Computer-Aided Design and Computer Graphics (CAD/Graphics). IEEE, 2009. http://dx.doi.org/10.1109/cadcg.2009.5246922.

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Rosado, Luís, Maria João, M. Vasconcelos, and Márcia Ferreira. "Pigmented skin lesion computerized analysis via mobile devices." In SCCG'15: Spring Conference on Computer Graphics. New York, NY, USA: ACM, 2015. http://dx.doi.org/10.1145/2788539.2788553.

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"VOLUME RENDERING STRATEGIES ON MOBILE DEVICES." In International Conference on Computer Graphics Theory and Applications. SciTePress - Science and and Technology Publications, 2012. http://dx.doi.org/10.5220/0003848604470452.

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Ortega, Sebastián, Agustín Trujillo, José M. Santana, José P. Suárez, and Diego Gómez-Deck. "Rendering large datasets of georeferenced markers in mobile devices." In SCCG'16: Spring Conference on Computer Graphics. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2948628.2948638.

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"Variable Penumbra Soft Shadows for Mobile Devices." In International Conference on Computer Graphics Theory and Applications. SCITEPRESS - Science and and Technology Publications, 2014. http://dx.doi.org/10.5220/0004666901810188.

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Mendoza, Neil. "Disruptive devices." In SIGGRAPH '20: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3386567.3388553.

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Ion, Alexandra, and Patrick Baudisch. "Metamaterial devices." In SIGGRAPH '18: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3214822.3214827.

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Zhang, Jielei, Jie Feng, and Bingfeng Zhou. "Sensor-fusion-based Trajectory Reconstruction for Mobile Devices." In International Conference on Computer Graphics Theory and Applications. SCITEPRESS - Science and Technology Publications, 2018. http://dx.doi.org/10.5220/0006532900480058.

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Fung, James, and Steve Mann. "Using graphics devices in reverse: GPU-based Image Processing and Computer Vision." In 2008 IEEE International Conference on Multimedia and Expo (ICME). IEEE, 2008. http://dx.doi.org/10.1109/icme.2008.4607358.

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