Academic literature on the topic 'OpenGL ES'

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Journal articles on the topic "OpenGL ES"

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Lee, Hwan-Yong, and Nak-Hoon Baek. "OpenGL ES 1.1 Implementation Using OpenGL." KIPS Transactions:PartA 16A, no. 3 (2009): 159–68. http://dx.doi.org/10.3745/kipsta.2009.16-a.3.159.

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Baek, Nakhoon, and Hwanyong Lee. "OpenGL ES 1.1 implementation based on OpenGL." Multimedia Tools and Applications 57, no. 3 (2010): 669–85. http://dx.doi.org/10.1007/s11042-010-0662-4.

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Baek, Nakhoon, and Kwan-Hee Yoo. "Emulating OpenGL ES 2.0 over the desktop OpenGL." Cluster Computing 18, no. 1 (2014): 165–75. http://dx.doi.org/10.1007/s10586-014-0351-6.

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Пугин, К. В., А. М. Гиацинтов, and К. А. Мамросенко. "OpenGL ES based Linux graphical stack through libglvnd and Glamor." Вычислительные технологии, no. 2 (April 16, 2023): 89–102. http://dx.doi.org/10.25743/ict.2023.282.008.

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Описан новый метод взаимодействия общего графического стека на базе Linux c 3D-ускорителем через API OpenGL ES при использовании X Server. В известных решениях взаимодействие общего графического стека через OpenGL ES неработоспособно. Для встраиваемых систем производительность программного обеспечения с применением OpenGL ES зачастую выше, чем с OpenGL. Выполнен анализ производительности графического стека Linux с аппаратным 2D-ускорением ряда операций на основе известного решения через OpenGL и нового метода. Производительность графического стека на встраиваемой системе без применения 2D-уско
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Warsha, Ms. "A Survey Paper on OpenGL ES." International Journal on Recent and Innovation Trends in Computing and Communication 3, no. 4 (2015): 1755–58. http://dx.doi.org/10.17762/ijritcc2321-8169.150405.

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Baek, Nakhoon. "OpenGL ES 2.0 Emulation on Desktop PCs." KIPS Transactions on Computer and Communication Systems 3, no. 4 (2014): 125–28. http://dx.doi.org/10.3745/ktccs.2014.3.4.125.

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Кисилевич, И. К., М. В. Михайлюк, Д. А. Кононов, and Д. М. Логинов. "Technology for Developing User Applications with Open GL ES in the Microsoft HoloLens Mixed-Reality Device." Труды НИИСИ РАН 12, no. 1-2 (2022): 5–10. http://dx.doi.org/10.25682/niisi.2022.1-2.0001.

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В работе рассматривается технология создания и внедрения OpenGL-проектов в очки смешанной реальности Microsoft HoloLens, а также актуальные вопросы, связанные с правильным подключением и корректной работой этих очков. Предлагается подход, в котором задействуется беспроводная передача данных с компьютера на очки, а для запуска приложений используется проект, переводящий вызовы OpenGL ES API в API, поддерживаемое и доступное для платформы Microsoft HoloLens. The paper discusses the technology of creating and implementing Open GL projects into Microsoft Hololens mixed-reality device as well as to
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Lee, Hwanyong, Nakhoon Baek, and James K. Hahn. "OpenGL ES 1.1 software implementation on mobile phones." IEICE Electronics Express 7, no. 12 (2010): 880–85. http://dx.doi.org/10.1587/elex.7.880.

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Kim, Kuinam J., and Nakhoon Baek. "Providing profiling information for OpenGL ES application programs." Cluster Computing 22, S1 (2017): 937–41. http://dx.doi.org/10.1007/s10586-017-1112-0.

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Lee, Newton. "Khronos Developer University OpenGL ES 1.1 coding challenge." Computers in Entertainment 2, no. 4 (2004): 7. http://dx.doi.org/10.1145/1037851.1037863.

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Dissertations / Theses on the topic "OpenGL ES"

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Nilsson, Eric. "Paravirtualizing OpenGL ES in Simics." Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3979.

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CONTEXT. Full-system simulators provide benefits to developers in terms of a more rapid development cycle; since development may begin prior to that of next-generation hardware being available. However, there is a distinct lack of graphics virtualization in industry-grade virtual platforms, leading to performance issues that may obfuscate the benefits virtual platforms otherwise have over execution on actual hardware. OBJECTIVES. This dissertation concerns the implementation of graphics acceleration by the means of paravirtualizing OpenGL ES 2.0 in the Simics full-system simulator. Furthermore
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Hedström, Mathias. "En jämförelsestudie mellan OpenGL 4.3, OpenGL ES 3.0 och WebGL 1.0." Thesis, Umeå universitet, Institutionen för datavetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-81114.

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OpenGL is a standard API that is used to manage 3D graphics on desktop computers. Although OpenGL is independent of customized hardware it’s not suitable for all kinds of devices. Therefore both OpenGL ES andWebGL was created. These can be viewed as subsets of OpenGL. This report presents the differences of importance to both developers and users, between OpenGL 4.3, OpenGL ES 3.0 and WebGL 1.0. are the rendering pipeline and the texture handling. As the reader will see, it is mainly the rendering pipeline that affects most of the performance and the graphical processing. The report also drive
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Kimer, Tomáš. "Benchmark pro zařízení s podporou OpenGL ES 3.0." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2014. http://www.nusl.cz/ntk/nusl-236024.

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This thesis deals with the development of benchmark application for the OpenGL ES 3.0 devices using the realistic real-time rendering of 3D scenes. The first part covers the history and new features of the OpenGL ES 3.0 graphics library. Next part briefly describes selected algorithms for the realistic real-time rendering of 3D scenes which can be implemented using the new features of the discussed library. The design of benchmark application is covered next, including the design of online result database containing detailed device specifications. The last part covers implementation on Android
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Carlsson, Daniel, and Peder Einarsson. "Inledning till spelutveckling för AndroidSpelutveckling för Android med Java och OpenGL ES." Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-12879.

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This thesis deals with the problems you face as a new game developer for the mobile platform Android when developing a 3D game and presents solutions to these problems. It also explores which optimizations should be made to increase performance and how well suited for game development the Android platform is. A simple 3D game for version 2.2 of Android was developed to examine this. The conclusion was that a good game structure for Android separates logic and rendering by running these separately in different threads. Solutions to rendering and updating of game logic were presented and optimiz
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Navrátil, Ladislav. "Accelerated Graphical User Interfaces." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2013. http://www.nusl.cz/ntk/nusl-236168.

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Tato práce je zaměřena na multiplatformní grafická uživatelské rozhraní a jejich hardwarovou akceleraci. Popisuje, co to uživatelské rozhraní jsou a srovnává nástroje na jejich tvorbu  a způsoby jejich realizace. Hlavním bodem je vlastní návrh a implementace nástroje na tvorbu multiplatformních hardwarově akcelerovaných grafických uživatelských rozhraní. Srovnává vlastní koncept s existujícími řešeními, a uvádí ho do praxe na projektu s externí firmou.
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Palm, Emanuel. "Graphics’ Card Utility withWebGL and N-Buffering : Improving performance using N-buffer strategies with WebGL." Thesis, KTH, Data- och elektroteknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-146652.

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This thesis covers the utilization of N buffers in order to reduce resource contention on an abstract WebGL machine, and subsequently freeing up machine processing time. The buffers touched are frame buffers and vertex buffers. The paper also briefly covers the purpose and function of N buffering in relation to graphics and the function of a WebGL machine, the research and production of benchmark prototypes, some relevant benchmark results, and analysis and conclusions. The conclusion is made that the use of N>1 buffering is a potentially viable strategy for increasing WebGL performance, an
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Fombuena, Valero Arnau. "3D Augmented Reality Mobile Application Prototype for Visual Planning Support." Thesis, KTH, Geoinformatik och Geodesi, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-49083.

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The aim of this thesis is to implement a prototype of a 3D Augmented Reality mobile application. Using 3D is becoming more and more common for professionals as well as users. A good example of that is Google Earth and its 3D view. Implementing a mobile application that takes advantage of 3D and Augmented Reality may be very useful for planning new constructions in both urban and non-urban areas allowing to visualize how the construction will be in the future and how it will interact with its surrounding environment. There is a great potential for such kind of applications. An example could be
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Qvick, Faxå Alexander, and Jonas Bromö. "GPU accelerated rendering of vector based maps on iOS." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-107064.

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Digital maps can be represented as either raster (bitmap images) or vector data. Vector maps are often preferable as they can be stored more efficiently and rendered irrespective of screen resolution. Vector map rendering on demand can be a computationally intensive task and has to be implemented in an efficient manner to ensure good performance and a satisfied end-user, especially on mobile devices with limited computational resources. This thesis discusses different ways of utilizing the on-chip GPU to improve the vector map rendering performance of an existing iOS app. It describes an imple
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Fiala, Petr. "Vývoj grafických aplikací na iPhone a iPad platformě." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2012. http://www.nusl.cz/ntk/nusl-412864.

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The project deals with the creation of graphical applications for iOS system, describes the basics of OpenGL ES 2.0, development environment Xcode, Cocoa Touch Framework and Objective-C language. It focuses on the description of creation OpenGL game in the genre of "line drawing" games.
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Kasper, Valter. "Grafické rozhraní pro deskové hry na platformě Android." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2015. http://www.nusl.cz/ntk/nusl-234907.

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This work presents a design and implementation of graphic user interfaces for board games. The objects of the investigation were various types of board games and graphic effects for virtual board game scene. We have developed a user interface design for different games. In the following sections the OpenGL ES library and its application to the Android platform are characterized. We explored the possibility of implementation in the native code. We have developed a system for plug-ins that allows implementing game logic in scripting language and defining the virtual scene for board game in XML l
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Books on the topic "OpenGL ES"

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Mehta, Prateek. Learn OpenGL ES. Apress, 2013. http://dx.doi.org/10.1007/978-1-4302-5054-8.

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Astle, Dave. OpenGL ES game development. Thomson Course Technology, 2004.

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Smithwick, Mike. Pro OpenGL ES for iOS. Apress, 2011. http://dx.doi.org/10.1007/978-1-4302-3841-6.

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Smithwick, Mike, and Mayank Verma. Pro OpenGL ES for Android. Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-4003-7.

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Dan, Ginsburg, and Shreiner Dave, eds. The OpenGL ES 2.0 programming guide. Addison-Wesley, 2009.

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Dan, Ginsburg, and Shreiner Dave, eds. The OpenGL ES 2.0 programming guide. Addison-Wesley, 2009.

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Kari, Pulli, ed. Mobile 3D graphics with OpenGL ES and M3G. Elsevier/Morgan Kaufmann Publishers, 2008.

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King, Stephen. Es. Wilhelm Heyne Verlag, 1987.

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King, Stephen. es. 5th ed. Ullstein, 2008.

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King, Stephen. Todo es eventual. Debolsillo, 2014.

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Book chapters on the topic "OpenGL ES"

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DiMarzio, J. F. "OpenGL ES and Polygons." In Android Studio Game Development. Apress, 2015. http://dx.doi.org/10.1007/978-1-4842-1718-4_6.

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Hagos, Ted, Mario Zechner, J. F. DiMarzio, and Robert Green. "Introduction to OpenGL ES." In Beginning Android Games Development. Apress, 2020. http://dx.doi.org/10.1007/978-1-4842-6121-7_9.

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Zechner, Mario, and Robert Green. "OpenGL ES: Going 3D." In Beginning Android Games. Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-4678-7_10.

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Zechner, Mario, J. F. DiMarzio, and Robert Green. "OpenGL ES: Going 3D." In Beginning Android Games. Apress, 2016. http://dx.doi.org/10.1007/978-1-4842-0472-6_10.

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Zechner, Mario. "OpenGL ES: Going 3D." In Beginning Android Games. Apress, 2011. http://dx.doi.org/10.1007/978-1-4302-3043-4_10.

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Zechner, Mario, and Robert Green. "OpenGL ES: Going 3D." In Beginning Android 4 Games Development. Apress, 2011. http://dx.doi.org/10.1007/978-1-4302-3988-8_10.

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Mehta, Prateek. "ES 2.0 Fundamentals." In Learn OpenGL ES. Apress, 2013. http://dx.doi.org/10.1007/978-1-4302-5054-8_3.

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Mehta, Prateek. "Benefits of the New API." In Learn OpenGL ES. Apress, 2013. http://dx.doi.org/10.1007/978-1-4302-5054-8_1.

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Mehta, Prateek. "Implementation Prerequisites." In Learn OpenGL ES. Apress, 2013. http://dx.doi.org/10.1007/978-1-4302-5054-8_2.

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Mehta, Prateek. "3D Modeling." In Learn OpenGL ES. Apress, 2013. http://dx.doi.org/10.1007/978-1-4302-5054-8_4.

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Conference papers on the topic "OpenGL ES"

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Pérez Tato, Luis C. "Open-source analysis software: an opportunity." In IABSE Congress, San José 2024: Beyond Structural Engineering in a Changing World. International Association for Bridge and Structural Engineering (IABSE), 2024. https://doi.org/10.2749/sanjose.2024.0906.

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<p>Today, structural engineers can access a good amount of high-quality open-source analysis so'ware, opening up possibili*es for innova*on unthinkable a few years ago.</p><p>Despite their large development as a whole, structural analysis so'ware has not advanced much in terms of interoperability. In general, they func*on as black boxes well suited for a certain purpose but almost impossible to adapt to other problem types or to the par*cular needs of a project. Furthermore, data sharing capabili*es are never a priority for obvious reasons.</p><p>This ar*cle demon
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Li, Ximing, Dongrui Yang, and Homero Castaneda. "Effect of Different Oxidation States of Polyaniline on Anticorrosion Performances of Modified Zinc Rich Primer." In CORROSION 2016. NACE International, 2016. https://doi.org/10.5006/c2016-07787.

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Abstract The objective of this work is to improve the anticorrosion performance of a commercial zinc rich primer (ZRP) by using an intrinsically conductive polymer polyaniline (PAni). Different states of PAni including nonconductive emeraldine base (EB) and conductive emeraldine salt (ES) were added to ZRP, to study the effects of the different oxidation states on anticorrosive performance. EB is electrically neutral while doped (protonated), and the resulting ES form is highly electrically conductive. The synthesized PAni additives and coated panels were characterized by X-ray diffraction pat
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Nübler, Norbert, Stefan Krumbeck, Anna Weigl, Tomasz Lis, Damian Mrowiński, and Lena Hansen. "Editorial." In XVI. Internationale Slavistische Konferenz Junge Slavistik im Dialog. Universitätsverlag Kiel | Kiel University Publishing, 2024. https://doi.org/10.38072/2750-9605/p1.

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Die Junge Slavistik im Dialog ist eine Konferenzreihe, die 2021 zum 16. Mal an der Universität Kiel stattgefunden hat und sich vorwiegend an Studierende und Promovierende der Slavistik und benachbarter Fächer richtet. Eine Auswahl der Beiträge wird jedes Jahr in einem Sammelband veröffentlicht – mit diesem Band das erste Mal im Open Access. Der vorliegende Band beinhaltet eine breite Palette von 46 Beiträgen aus unterschiedlichen Disziplinen und in fünf Sprachen. Es werden Fragen der Literatur-, Kultur- und Sprachwissenschaft ebenso behandelt, wie historische Themen und aktuelle Bezüge zu Medi
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Berra, Mario, Luca Bertolini, Maria Cristina Briglia, Luciano Lazzari, and Tommaso Pastore. "An Expert System for the Evaluation of Reinforced Concrete Structure Durability." In CORROSION 1999. NACE International, 1999. https://doi.org/10.5006/c1999-99246.

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Abstract A user-friendly expert system has been developed to evaluate primarily the durability of reinforced concrete structures, either in the design phase or during service life related to reinforcement corrosion. Besides the durability module, the ES has been provided with three other expert modules in order to support the user during the following activities: inspections, corrosion diagnosis and repair strategy (of concrete and reinforcement). Corrosion induced by carbonation and chlorides penetration and caused by concrete degradation such as sulfate attack, freeze thaw cycles, alkali sil
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Bucur, Adrian. "OpenCL - OpenGL ES interop." In ACM SIGGRAPH 2013 Mobile. ACM Press, 2013. http://dx.doi.org/10.1145/2503512.2503532.

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Hill, Steve, Mathieu Robart, and Emmanuel Tanguy. "Implementing OpenGL ES 1.1 over OpenGL ES 2.0." In 2008 Second International Conference on Electrical Engineering (ICEE). IEEE, 2008. http://dx.doi.org/10.1109/icee.2008.4585178.

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Hill, Steve, Mathieu Robart, and Emmanuel Tanguy. "Implementing OpenGL ES 1.1 over OpenGL ES 2.0." In 2008 International Conference on Consumer Electronics (ICCE). IEEE, 2008. http://dx.doi.org/10.1109/icce.2008.4587998.

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Lee, Hwanyong, and Nakhoon Baek. "Implementing OpenGL ES on OpenGL." In 2009 IEEE 13th International Symposium on Consumer Electronics (ISCE). IEEE, 2009. http://dx.doi.org/10.1109/isce.2009.5156990.

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Hall, Chris. "OpenGL ES Safety Critical." In ACM SIGGRAPH 2006 Courses. ACM Press, 2006. http://dx.doi.org/10.1145/1185657.1185749.

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Simpson, Robert. "OpenGL ES 2.0 programmable pipeline." In ACM SIGGRAPH 2006 Courses. ACM Press, 2006. http://dx.doi.org/10.1145/1185657.1185748.

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Reports on the topic "OpenGL ES"

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Škorjanc, Žiga. Analyse der rechtlichen Rahmenbedingungen für Open Science in Österreich. LexICT GmbH, 2023. https://doi.org/10.22163/fteval.2023.684.

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Die freie Zugänglichkeit und Weiterverarbeitbarkeit von Forschungsergebnissen macht diese für die Öffentlichkeit nützlicher und fördert Innovation und Exzellenz in der Wissenschaft, so der Grundgedanke hinter Open Science. Open Science umfasst mehrere Bereiche, wie etwa wissenschaftliche Publikationen, Forschungsdaten einschließlich Metadaten, Infrastrukturen und digitale Reproduktionen. Insbesondere bei öffentlich finanzierter Forschung ist es von großer Bedeutung, diese Informationen der Öffentlichkeit zugänglich zu machen. In 2022 wurde der vom Bundesministerium für Bildung, Wissenschaft un
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Margraf, Jürgen, Jan Christopher Cwik, Ruth von Brachel, Andrea Suppiger, and Silvia Schneider. DIPS Open Access 1.2: Diagnostisches Interview bei psychischen Störungen. Ruhr-Universität Bochum (RUB), 2021. http://dx.doi.org/10.46586/rub.172.149.

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Das DIPS Open Access: Diagnostisches Interview bei psychischen Störungen 1.2 stellt die überarbeitete Version des DIPS Open Access dar. Es wurde für eine schnellere Durchführung gekürzt. Damit liegt das etablierte diagnostische Interview in seiner sechsten Auflage vor und steht für Praxis und Forschung weiterhin frei zur Verfügung. Mithilfe des DIPS Open Access 1.2 können Diagnosen psychischer Störungen nach DSM-5 und ICD-10 zuverlässig gestellt werden. Zudem können wichtige Informationen für die Planung und Durchführung psychotherapeutischer Interventionen strukturiert ermittelt werden. Der I
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Körner, Matthias. Strategische Ausrichtung der Verkehrsmanagementaktivitäten in deutschen Großstädten : Auszüge aus dem Berichtswesen des BMDV-geförderten Forschungsprojekts „IMoSa - Intelligente Mobilität Region Sachsen“ (FKZ 19F1173A). Technische Universität Dresden, 2024. http://dx.doi.org/10.25368/2024.237.

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Für Baulastträger stellt sich für die Auswahl und Gestaltung perspektivischer Maßnahmen im Verkehrsmanagement die Frage, wie im Kontext neuer technischer Möglichkeiten für die kollektive Verkehrsinformation als auch hinsichtlich konkurrierender privater Angebote agiert werden soll. Dies ist essentiell, da die Wahl der Mittel, insbesondere die technische Ausgestaltung, wesentlich davon abhängig ist. Von Interesse ist hinsichtlich kollektiver Verkehrsmanagementmaßnahmen insbesondere, welchen Stellenwert Bestrebungen zur Virtualisierung von Aktorik einnehmen als auch wie mit Informations- und Len
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Baird, Natalie, Tanushree Bharat Shah, Ali Clacy, et al. maths inside Resource Suite with Interdisciplinary Learning Activities. University of Glasgow, 2021. http://dx.doi.org/10.36399/gla.pubs.234071.

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Maths inside is a photo competition open to everyone living in Scotland, hosted by the University of Glasgow. The maths inside project seeks to nourish a love for mathematics by embarking on a journey of discovery through a creative lens. This suite of resources have been created to inspire entrants, and support families, teachers and those out-of-school to make deeper connections with their surroundings. The maths inside is waiting to be discovered! Also contained in the suite is an example to inspire and support you to design your own interdisciplinary learning (IDL) activity matched to Educ
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Régent, Verena, Brigitte Ecker, Sascha Sardadvar, Valentin Wagner, Martin Grund, and Cornelia van Scherpenberg. Evaluierung des LBG OIS Centers und des LGB Career Centers. WPZ Research GmbH, 2023. http://dx.doi.org/10.22163/fteval.2023.592.

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Die vorliegende Studie wurde von der Ludwig Boltzmann Gesellschaft (LBG) und dem Bundesministerium für Bildung, Wissenschaft und Forschung (BMBWF) beauftragt und im Zeitraum zwischen 1. September 2022 und 31. März 2023 durchgeführt. Ziel der Studie ist es, das Open Innovation in Science (OIS) Center und das Career Center (CC) der LBG zu evaluieren und mögliche Szenarien für ihre Weiterentwicklung aufzuzeigen. Der empirische Teil der Evaluierungsstudie fußt auf einem Mixed Methods-Forschungsdesign, bestehend aus qualitativen und quantitativen Erhebungs- und Auswertungsinstrumenten, welche u.a.
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Mena Jara, Sonia Daniela, Ingeborg Meijer, Gaston Heimeriks, and Tim Willemse. Driving the innovation process by connecting regional knowledge bases to local needs. Fteval - Austrian Platform for Research and Technology Policy Evaluation, 2022. http://dx.doi.org/10.22163/fteval.2022.543.

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Novel approaches are needed to support the creation of more open, inclusive, and self-sustaining R&I ecosystems in healthcare. This study analysed 3 European regions (Murcia ES), (Örebro SE), and (Republic of Cyprus CY), incorporating complementary approaches from Responsible Research and Innovation (RRI) and Research and Innovation Smart Specialisation Strategy (RIS3). The exercise entailed the identification of healthcare and innovation stakeholders and the characterisation of the policy landscape in each territory. Moreover, the strengths of the regional knowledge base was analysed by m
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Thies, Peter, Malte Grosse, and Cornelius Specht. A Deep Dive into the Architecture and Implementation of a Platform for Multi-dimensional AI Education |Whitepaper-Serie #4: Building the IKID Sandbox. Digipolis Verlag, 2025. https://doi.org/10.70481/rck1-6tm3.

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Die vierte Ausgabe der Whitepaper-Serie „Interdisziplinäre KI-Lehre“ widmet sich der IKID-Sandbox – einer innovativen Plattform zur Erprobung und Anwendung von Künstlicher Intelligenz in Lehre und Forschung. Aufbauend auf dem interdisziplinären Lehrkonzept des Projekts „IKID – Interdisziplinäres KI-Exploratorium“ stellt dieses Paper ein zentrales Werkzeug vor, das praxisnahe Erfahrungen mit modernen KI-Technologien ermöglicht. Die IKID-Sandbox bietet eine geschützte und zugleich leistungsfähige Umgebung für den Einsatz und das Experimentieren mit KI-Modellen. Dabei richtet sie sich an Nutzer:i
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Samochowiec, Jakub. S’engager ici et maintenant: quatre exemples de mobilisation de nouveaux bénévoles réussie. Gdi-Verlag, Gottlieb Duttweiler Institute, 2024. http://dx.doi.org/10.59986/ikwm9114.

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Le fonctionnement de notre société repose sur l’engagement de nombreuses personnes dans le bénévolat. Mais bien des organisations ont aujourd’hui du mal à trouver des volontaires, parce que l’individualisme progresse et que les gens ont plus de possibilités de façonner leur vie à leur guise dans notre monde varié. Comment réussit-on à promouvoir l’engagement social? L’étude de cas du GDI «S’engager ici et maintenant: quatre exemples de mobilisation de nouveaux bénévoles réussie» s’intéresse à quatre organisations qui soutiennent avec succès un engagement ponctuel et peu contraignant: Critical
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Faix, Nora Vanessa. Zur diskursiven Konstruktion der AdressatInnen von Planung : das Beispiel der Innenstadtsanierung Rüsselsheim. Goethe-Universität, Institut für Humangeographie, 2011. http://dx.doi.org/10.21248/gups.21846.

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Im Kontext des Wandels des fordistischen Wohlfahrtsstaates, hin zu einer neoliberalen Formation von Staatlichkeit, werden seit den 1980er Jahren Veränderungen der sozioökonomischen Strukturen von Städten, wie auch innerhalb des Städtesystems, beobachtet. Das politische Argumentationsmuster der Städtekonkurrenz ist ein Resultat dieser Veränderung, wobei es in die Verantwortungen der Städte verlagert wird, sich als Standort profilieren zu müssen, indem Aufwertungsmaßnahmen durchgeführt und städtische Potenziale ausgebaut werden (Heeg und Rosol 2007: 492). Bob Jessop spricht in diesem Zusammenhan
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Randrup, Thomas B., Agnes Pierre, Niel Sang, and Kjell Nilson. Equity in Green Space Planning and Management : synthesis study on data availability for the development of a socio-ecological index. SLU Movium Think Tank, 2025. https://doi.org/10.54612/a.7h5gdnod5n.

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As cities densify to meet environmental and economic goals, the equitable distribution of urban green spaces (UGS) becomes critical for fostering community well-being, promoting environmental justice, and enhancing climate resilience. This report presents a synthesis study conducted by the Swedish University of Agricultural Sciences (SLU) in collaboration with Nilsson Landscape, aimed at understanding the relationship between socio-economy and accessibility to UGS, to assess and enhance green equity in urban environments. The research focuses on Malmö specifically, and have involved Region Skå
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