Academic literature on the topic 'Mobile Rendering'

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Journal articles on the topic "Mobile Rendering"

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Huang, Jingshu, Brian Bue, Avin Pattath, David S. Ebert, and Krystal M. Thomas. "Interactive Illustrative Rendering on Mobile Devices." IEEE Computer Graphics and Applications 27, no. 3 (2007): 48–56. http://dx.doi.org/10.1109/mcg.2007.63.

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Liu, Chang, Huilin Song, Ting Fang, et al. "Web-Cloud Collaborative Mobile Online 3D Rendering System." Security and Communication Networks 2022 (September 27, 2022): 1–12. http://dx.doi.org/10.1155/2022/4748946.

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The collaborative online 3D rendering system proposed in this paper ensures the quality of user experience and protects online rendering resources. In this system, the conditional generative adversarial network is used to calculate complex global illumination information instead of rendering them on cloud servers. The web front-end generates high-frequency direct lighting information in real-time and displays the final result which is a blend of front-end direct lighting information and back-end indirect lighting information. Experiments show that our proposed system can improve the rendering quality of the Web3D front-end, ensure Web-Cloud load balance, and protect rendering resources online.
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Walia, Ekta, and Vishal Verma. "A Framework for Interactive 3D Rendering on Mobile Devices." International Journal of Computer Vision and Image Processing 4, no. 2 (2014): 18–31. http://dx.doi.org/10.4018/ijcvip.2014040102.

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Although mobile devices have now become an important computing platform, however most of them still lack hardware accelerated graphics. Therefore, interactive 3D rendering on these devices is a difficult task. This paper describes different approaches for 3D rendering on mobile devices and the associated challenges. It then investigates different solutions to resolve these problems and proposes a framework that uses Image Based Rendering (IBR) technique to render interactive 3D graphics on mobile devices. Further, the performance of proposed framework is compared with Geometry Based Rendering (GBR). The experimental results show that the proposed framework performs better than the geometry-based techniques in terms of rendering time, visual quality and memory requirements. The results also show that the rendering time of the proposed framework is independent of the scene complexity. The experiments are performed in Java Platform Micro Edition (JavaME) environment with Sun JavaME Phone emulator.
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Seo, Woong, Sanghun Park, and Insung Ihm. "Efficient Ray Tracing of Large 3D Scenes for Mobile Distributed Computing Environments." Sensors 22, no. 2 (2022): 491. http://dx.doi.org/10.3390/s22020491.

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Cluster computing has attracted much attention as an effective way of solving large-scale problems. However, only a few attempts have been made to explore mobile computing clusters that can be easily built using commodity smartphones and tablets. To investigate the possibility of mobile cluster-based rendering of large datasets, we developed a mobile GPU ray tracer that renders nontrivial 3D scenes with many millions of triangles at an interactive frame rate on a small-scale mobile cluster. To cope with the limited processing power and memory space, we first present an effective 3D scene representation scheme suitable for mobile GPU rendering. Then, to avoid performance impairment caused by the high latency and low bandwidth of mobile networks, we propose using a static load balancing strategy, which we found to be more appropriate for the vulnerable mobile clustering environment than a dynamic strategy. Our mobile distributed rendering system achieved a few frames per second when ray tracing 1024 × 1024 images, using only 16 low-end smartphones, for large 3D scenes, some with more than 10 million triangles. Through a conceptual demonstration, we also show that the presented rendering scheme can be effectively explored for augmenting real scene images, captured or perceived by augmented and mixed reality devices, with high quality ray-traced images.
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Christen, M., and S. Nebiker. "VISUALISATION OF COMPLEX 3D CITY MODELS ON MOBILE WEBBROWSERS USING CLOUD-BASED IMAGE PROVISIONING." ISPRS Annals of Photogrammetry, Remote Sensing and Spatial Information Sciences II-3/W5 (August 20, 2015): 517–22. http://dx.doi.org/10.5194/isprsannals-ii-3-w5-517-2015.

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Rendering large city models with high polygon count and a vast amount of textures at interactive frame rates is a rather difficult to impossible task as it highly depends on the client hardware, which is often insufficient, even if out-of-core rendering techniques and level of detail approaches are used. Rendering complex city models on mobile devices is even more challenging. An approach of rendering and caching very large city models in the cloud using ray-tracing based image provisioning is introduced. This allows rendering large scenes efficiently, including on mobile devices. With this approach, it is possible to render cities with nearly unlimited number of polygons and textures.
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Noguera, Jose M., and J. Roberto Jimenez. "Mobile Volume Rendering: Past, Present and Future." IEEE Transactions on Visualization and Computer Graphics 22, no. 2 (2016): 1164–78. http://dx.doi.org/10.1109/tvcg.2015.2430343.

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Duguet, F., and G. Drettakis. "Flexible point-based rendering on mobile devices." IEEE Computer Graphics and Applications 24, no. 4 (2004): 57–63. http://dx.doi.org/10.1109/mcg.2004.5.

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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 (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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Tian, Zhihao, and Weidong Wang. "A real-time approximation algorithm of nonlinear filtering based on image pyramid." Applied and Computational Engineering 50, no. 1 (2024): 262–67. http://dx.doi.org/10.54254/2755-2721/50/20241599.

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In the field of real-time rendering, post-processing filters are crucial techniques for achieving global illumination and photorealistic rendering in real-time rasterization and ray tracing rendering pipelines. Due to the power consumption limitations and insufficient memory bandwidth of mobile devices, filters can cause significant performance bottlenecks. To reduce the cost of filters on mobile devices, this paper proposes a real-time approximation method for nonlinear filtering. Our method reduce the number of texture samplings and memory usage. Through experiments conducted on mobile devices, it has been demonstrated that the proposed method can effectively reduce the number of texture samplings in feature images within scenes of similar complexity, as compared to mainstream industrial methods. This reduction in texture samplings leads to improved rendering quality while maintaining the same frame rate. Our method eliminates performance bottlenecks and enhances the quality of global illumination on mobile devices. By reducing the computational complexity of the non-linear filter, it provides users with a smoother experience.
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Li, Wang, Guan, et al. "A High-performance Cross-platform Map Rendering Engine for Mobile Geographic Information System (GIS)." ISPRS International Journal of Geo-Information 8, no. 10 (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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Dissertations / Theses on the topic "Mobile Rendering"

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Feng, Jing. "Image-based rendering on mobile devices." Thesis, University of Ottawa (Canada), 2006. http://hdl.handle.net/10393/27355.

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The research work of this thesis is motivated by a desire to render views of 3D environments in real-time on mobile devices. Considering the weak support for 3D hardware accelerations of mobile devices, it is hard to render geometry-based models at an interactive rate. The utilization of image-based rendering techniques in mobile devices is presented in this thesis. In order to have a systematical knowledge of image-based rendering, we briefly review different image-based rendering techniques. Although image-based rendering is advantageous to geometry-based rendering in certain circumstances, further tailoring is still required to immigrate it to mobile devices. This thesis presents a technique for running image-based rendering tasks on mobile devices. This technique comprises a lightweight rendering algorithm and a local cache management mechanism. Results have shown that the proposed algorithm requires less CPU cycles compared to other algorithms, and that the local buffer management mechanism is robust to communication errors.
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Neupane, Samip. "Storing and Rendering Geospatial Data in Mobile Applications." ScholarWorks@UNO, 2017. http://scholarworks.uno.edu/honors_theses/90.

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Geographical Information Systems and geospatial data are seeing widespread use in various internet and mobile mapping applications. One of the areas where such technologies can be particularly valuable is aeronautical navigation. Pilots use paper charts for navigation, which, in contrast to modern mapping software, have some limitations. This project aims to develop an iOS application for phones and tablets that uses a GeoPackage database containing aeronautical geospatial data, which is rendered on a map to create an offline, feature-based mapping software to be used for navigation. Map features are selected from the database using R-Tree spatial indices. The attributes from each feature within the requested bounds are evaluated to determine the styling for that feature. Each feature, after applying the aforementioned styling, is drawn to an interactive map that supports basic zooming and panning functionalities. The application is written in Swift 3.0 and all features are drawn using iOS Core Graphics
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Tholsgård, Gabriel. "3D rendering and interaction in an augmented reality mobile system." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-217180.

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Augmented Reality(AR) is a concept that is getting more and more popular, and the number of applications using it is increasing. AR applications include several concepts such as image recognition and camera calibration, together known as tracking, and it also uses 2D and 3D graphics rendering. The most important and difficult part of AR applications is the tracking, where an object not only should be recognized in many different conditions, but it should also be determined how the object is viewed upon. This report describes how the task given by BMW Group in Shanghai was solved, which was to create an iPhone prototype AR application, that should be able to recognize objects inside of a car and be able to interact with them through the mobile phone. The report explains the implemented solution to this problem, what different recognition methods were tested and the different ways of creating the 3D graphics overlay that was evaluated. The AR application resulted in a functional AR application capable of recognizing the determined objects, draw their corresponding 3D representations and interact with them. However, the application was not complete as camera calibration was not used and a connection between the mobile phone andthe car was never established.
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Rohmer, Kai Verfasser], and Thorsten [Akademischer Betreuer] [Grosch. "Coherent augmented reality rendering for mobile and non-mobile devices / Kai Rohmer ; Betreuer: Thorsten Grosch." Clausthal-Zellerfeld : Technische Universität Clausthal, 2019. http://d-nb.info/1231363460/34.

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Jarrar, Raed Ghannam. "Image-based rendering protocols for remote interactive walkthroughs on mobile devices." Thesis, University of Ottawa (Canada), 2009. http://hdl.handle.net/10393/28227.

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The exploration of virtual environments in wireless mobile media devices has attracted the attention of researchers and developers mainly due to its potential applications in a variety of areas including entertainment, training, security, e-learning, etc. However, current technology of mobile devices lack the proper resources to handle complex and realistic 3D virtual environments. There has been a number of proposed ideas to solve this issue. The existing approaches use techniques that either employ limited user navigation modes or do not perform satisfactorily for interactive applications. In this thesis, we propose a new protocol that offers the user a richer navigation by pre-streaming the necessary imagery data to generate new views as the user wanders within the 3D environment. We introduce the idea of key partial panoramas, i.e., panorama segments that cover movements in any direction by simply strafing from an appropriate key partial panorama and streaming the amount of lost pixels. We have implemented our ideas and evaluated it against two well-known approaches. Experimental results show that our solution outperforms the selected approaches by minimizing the delay between image updates and by allowing a more complex navigation scheme than previous works.
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Ramachandruni, Radha Krishna. "Design of 3D Accelerator for Mobile Platform." Thesis, Linköping University, Department of Electrical Engineering, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-7082.

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<p>Implement a high-level model of computationally intensive part of 3D graphics pipe-line. Increasing popularity of handheld devices along with developments in hardware technology, 3D graphics on mobile devices is fast becoming a reality. Graphics processing is essentially complex and computationally demanding. In order to achieve scene realism and perception of motion, identifying and accelerating bottle necks is crucial. This thesis is about Open-GL graphics pipe-line in general. Software which implements computationally intensive part of graphics pipe-line is built. In essence a rasterization unit that gets triangles with 2D screen, texture co-ordinates and color. Triangles go through scan conversion, texturing and a set of other per-fragment operations before getting displayed on screen.</p>
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Gatzidis, Christos. "Evaluating non-photorealistic rendering for 3D urban models in the context of mobile navigation." Thesis, City University London, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.528481.

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Zeitler, Jonas. "Adaptive rendering of celestial bodies in WebGL." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-119970.

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This report covers theory and comparison of techniques for rendering massive scale 3D geospa- tial planet data in a web browser. It also presents implementation details of a few of these tech- niques in WebGL and Javascript, using the Three.js [1] 3D library. The thesis project is part of the implementation of Unitea, a web based education platform for interactive astronomy visualizations. Unitea is a derivative of Uniview, which is a fulldome interactive simulation of the universe. A major part of this thesis is dedicated to the implementa- tion of Hierarchical Level of Detail (HLOD) modules for Three.js based on the theory presented by T. Ulrich [2] and later generalized by Cozzi and Ring [3]. HLOD techniques are dynamic level of detail algorithms that represent the surface of objects as accurately as possible from a certain viewing angle. By using space partitioning tree-structures, view based error metrics and culling techniques detailed representations of the objects (in this case planets) can be efficiently rendered in real-time. The modules developed provide a general-purpose library for rendering planets (or other spher- ical objects) with dynamic level of detail in Three.js. The library also features connections to online web map services (WMS) and tile services.
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Bäck, Oscar, and Niklas Andersson. "Google AMP and what it can do for mobile applications in terms of rendering speed and user-experience." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-17952.

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On today’s web, a web page needs to load fast and have a great user experiencein order to be successful. The faster the better. A server side rendered webpage can have a prominent initial load speed while a client side rendered webpage will have a great interactive user experience. When combining the two,some users with a bad internet connection or a slow device could receive a pooruser experience. A new technology called Amplified Mobile Pages (AMP) wascreated by Google to help combat this issue.The authors of this report gives an answer to if Google AMP could maintain theuser experience while still contributing with a fast initial load speed for applica-tions. To do this, we conducted an experiment through creating a Google AMPapplication and compared it to another application using a different renderingengine called Pug. We have also measured the metrics: page load time, speedindex and application size between the two applications. To fully understandthe AMP format, the authors conducted a literature study, to further strengthentheir findings.Google AMP is a great technology but it can still grow to become better. Theformat could increase the speed of a website, however the same result could beachieved without AMP if focus was set on writing a fast application. From theexperiment, the authors concluded that Google AMP takes a great time to learnbecause of its own version of JavaScript through modules. The format also hasa different structure than standard HTML. From the tests, a smaller applica-tion does not favor the implementation of AMP. We did however derive fromthe experiment and the literature study that bigger applications could benefitfrom the perks of AMP and could therefor be a potential choice for old and newapplications.
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Turpeinen, Max. "A Performance Comparison for 3D Crowd Rendering using an Object-Oriented system and Unity DOTS with GPU Instancing on Mobile Devices." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-280845.

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This paper aims to address what is a suitable programming paradigm for real-time crowd rendering from a performance standpoint, with smartphones as the target platform. Among the most prominent and intuitive programming paradigms is the object-oriented (OO) one, with data-oriented designs be- coming more common in recent years. In this paper, Unity’s GameObject approach built on an object-oriented foundation is compared with their DOTS system using GPU instancing, arranging different test scenarios later built using Xcode on an iPhone 6S and an iPhone XR. The results from the different scenarios and builds are represented through multiple graphs focusing on the obtained frame rate, CPU usage and GPU usage. The DOTS system proved to outperform the object- oriented system in six out of eight scenarios with the iPhone XR yielding better performance. With DOTS currently being under development, several acceleration and enhancement techniques are yet to be integrated such as culling or LoD, which currently can be used by its counterpart. The OO sys- tem is more robust with variation whereas the DOTS system is better suited when the number of characters increases.<br>Denna rapport ämnar sig att ta itu med vad som är lämplig programmeringparadigm för att rendera folkmassor i realtid ur ett prestandaperspektiv, med smartphones som målplattform. Bland de mest framstående och intuitiva programmeringsparadigmerna finns den objekt-orienterade (OO), men under de senaste åren har data-orienterad design blivit allt mer vanlig. I den här rapporten jämförs Unity’s Game Object-strategi som bygger på en objekt-orienterad grund med deras DOTS-system med GPU-instansiering genom olika arrangerade testscenarier byggda med Xcode på en iPhone 6S och en iPhone XR. Resultaten från olika scenarier representeras genom flera diagram med fokus på den erhållna bildhastigheten, CPU-användningen och GPU-användningen. DOTS-systemet visade sig överträda det objekt-orienterade systemet i sex av åtta scenarier med iPhone XR som den bättre presterande smartphonen. Med DOTS förnärvarande under utveckling, saknas ännu flera förbättringstekniker som ännu inte ska integreras, såsom culling eller LoD, som för närvarande kan användas av dess motsvarighet. OO-systemet är mer robust med variation medan DOTS-systemet passar bättre när antalet karaktärer ökar.
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Books on the topic "Mobile Rendering"

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Engel, Wolfgang. GPU Pro 360 Guide to Rendering. CRC Press LLC, 2018.

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Engel, Wolfgang. GPU Pro 360 Guide to Rendering. CRC Press LLC, 2018.

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Engel, Wolfgang. GPU Pro 360 Guide to Rendering. CRC Press LLC, 2018.

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Engel, Wolfgang. GPU Pro 360 Guide to Rendering. CRC Press LLC, 2018.

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GPU pro 360 guide to rendering. 2018.

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Engel, Wolfgang. GPU Pro 360 Guide to Mobile Devices. CRC Press LLC, 2018.

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Engel, Wolfgang. GPU Pro 360 Guide to Mobile Devices. CRC Press LLC, 2018.

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Engel, Wolfgang. GPU Pro 360 Guide to Mobile Devices. CRC Press LLC, 2018.

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GPU Pro 360 Guide to Mobile Devices. Taylor & Francis Group, 2018.

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GPU Pro 360 Guide to Mobile Devices. Taylor & Francis Group, 2018.

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Book chapters on the topic "Mobile Rendering"

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Réhman, Shafiq ur, and Li Liu. "iFeeling: Vibrotactile Rendering of Human Emotions on Mobile Phones." In Mobile Multimedia Processing. Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-12349-8_1.

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Pasman, W., S. Persa, and F. W. Jansen. "Realistic low-latency mobile AR rendering." In Virtual and Augmented Architecture (VAA’01). Springer London, 2001. http://dx.doi.org/10.1007/978-1-4471-0337-0_8.

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Kang, Dongwann, and Kyunghyun Yoon. "Interactive Painterly Rendering for Mobile Devices." In Entertainment Computing - ICEC 2015. Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-24589-8_38.

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Rodríguez, Marcos Balsa, and Pere Pau Vázquez Alcocer. "Practical Volume Rendering in Mobile Devices." In Advances in Visual Computing. Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-33179-4_67.

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Lluch, Javier, Rafa Gaitán, Miguel Escrivá, and Emilio Camahort. "Multiresolution 3D Rendering on Mobile Devices." In Computational Science – ICCS 2006. Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11758525_38.

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Marek, Tomas, and Ondrej Krejcar. "Optimization of 3D Rendering in Mobile Devices." In Mobile Web and Intelligent Information Systems. Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-23144-0_4.

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Xu, Chanchan, Guangzheng Fei, and Honglei Han. "Remote Rendering for Mobile Devices Literature Overview." In E-Learning and Games. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-40259-8_15.

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Kim, Seulbeom, Dongwann Kang, and Kyunghyun Yoon. "GPGPU-Based Painterly Rendering for Mobile Environment." In E-Learning and Games. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-65849-0_24.

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Mady, Amr S., and Samir Abou El-Seoud. "An Interactive Augmented Reality Volume Rendering Mobile Application." In Internet of Things, Infrastructures and Mobile Applications. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-49932-7_82.

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Kim, Daehee, Hoonjong Kang, and Chunghyun Ahn. "A Stereoscopic Image Rendering Method for Autostereoscopic Mobile Devices." In Mobile Human-Computer Interaction - MobileHCI 2004. Springer Berlin Heidelberg, 2004. http://dx.doi.org/10.1007/978-3-540-28637-0_53.

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Conference papers on the topic "Mobile Rendering"

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He, Bi-shi, Xiao-liang Xu, and Tao Zheng. "Vector Graphics Rendering on Mobile Device." In 2009 WRI International Conference on Communications and Mobile Computing (CMC). IEEE, 2009. http://dx.doi.org/10.1109/cmc.2009.285.

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Tarigan, Jos Timanta, Ivan Jaya, and Sri Melvani Hardi. "Distributed Rendering on Volunteered Mobile Resources." In the 5th International Conference. ACM Press, 2017. http://dx.doi.org/10.1145/3057109.3057120.

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Gambhir, Mahak, Swati Panda, and Shaik Jani Basha. "Vulkan rendering framework for mobile multimedia." In SA '18: SIGGRAPH Asia 2018. ACM, 2018. http://dx.doi.org/10.1145/3283289.3283336.

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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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Ki, Sunho, Jinhong Park, Jeong-Ho Woo, Yeongkyu Lim, and Chulho Shin. "Effective stereoscopic rendering for mobile VR." In SA '16: SIGGRAPH Asia 2016. ACM, 2016. http://dx.doi.org/10.1145/3005274.3005317.

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Abdelrahman, Wael, Lei Wei, James Mullins, and Saeid Nahavandi. "Wireless haptic rendering for mobile platforms." In 2012 IEEE International Conference on Systems, Man and Cybernetics - SMC. IEEE, 2012. http://dx.doi.org/10.1109/icsmc.2012.6378069.

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Xin, Yuchen, and Hon-Cheng Wong. "Intuitive volume rendering on mobile devices." In 2016 9th International Congress on Image and Signal Processing, BioMedical Engineering and Informatics (CISP-BMEI). IEEE, 2016. http://dx.doi.org/10.1109/cisp-bmei.2016.7852799.

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McNamara, Ann, Katerina Mania, George Koulieris, and Laurent Itti. "Attention-aware rendering, mobile graphics and games." In ACM SIGGRAPH 2014 Courses. ACM Press, 2014. http://dx.doi.org/10.1145/2614028.2615416.

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Yoo, Jeong-Joon, Sundeep Krishnadasan, John Brothers, Seokyoon Jung, Soojung Ryu, and Jeongwook Kim. "Path rendering for high resolution mobile device." In SIGGRAPH Asia 2014 Mobile Graphics and Interactive Applications. ACM Press, 2014. http://dx.doi.org/10.1145/2669062.2669085.

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Yoo, Jeong-Joon, Jaedon Lee, Sundeep Krishnadasan, Wonjong Lee, John Brothers, and Soojung Ryu. "Tile-based path rendering for mobile device." In SA'15: SIGGRAPH Asia 2015. ACM, 2015. http://dx.doi.org/10.1145/2818427.2818449.

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