Academic literature on the topic 'Rendering-engine'

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Journal articles on the topic "Rendering-engine"

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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 probl
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Winarja, Winarja, M. Suyanto, and Asro Nasiri. "Analisis Dan Optimasi Rendering Pada Autodesk Maya Dengan Menggunakan UE4." Creative Information Technology Journal 7, no. 2 (2021): 142. http://dx.doi.org/10.24076/citec.2020v7i2.260.

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Proses rendering pada pembuatan film 3D animasi merupakan pekerjaan yang sangat memakan banyak waktu dikarenakan banyaknya frame yang diperlukan untuk membuat film 3D animasi. Pada proses rendering satu frame dalam film 3D animasi biasanya membutuhkan waktu hingga beberapa jam dikarenakan proses kalkulasi render yang terdiri dari data model, data shader, data texture, dan data lighting dalam sebuah shot pada adegan 3D animasi. Dengan menggunakan proses render secara frame per frame maka proses render akan memerlukan waktu yang lama sehingga penulis akan melakukan penelitian pada proses renderi
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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 c
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SHEN, Yong-Luo, Seok-Jae KIM, Sang-Woo SEO, Hyun-Goo LEE, and Hyeong-Cheol OH. "Design of an OpenVG Hardware Rendering Engine." IEICE Transactions on Information and Systems E94-D, no. 12 (2011): 2409–17. http://dx.doi.org/10.1587/transinf.e94.d.2409.

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Lee, MyounJae, and Kyoung-Nam Kim. "Implementation of Raindrop Rendering Using Unity3D Engine." Journal of Digital Policy and Management 12, no. 1 (2014): 519–24. http://dx.doi.org/10.14400/jdpm.2014.12.1.519.

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Liang, Sha. "Design and Implementation of Virtual Roaming Based on Unity3D." Advanced Materials Research 1079-1080 (December 2014): 837–42. http://dx.doi.org/10.4028/www.scientific.net/amr.1079-1080.837.

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Along with the rapid development,3D virtual reality technology has been applied more and more widely. In order to display the virtual scene better and make user an immersed body experience, 3D rendering engine plays a key role in this field. Unity 3d is a professional gaming rendering engine with strong compatibility and comprehensive integration. In this paper, we focus on the Unity 3D rendering engine, and describe the basic workflow of virtual roaming. We discuss the key technology to realize outdoor roaming through Unity 3D and optimization.
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Kim, Deokho, Changmin Lee, Sangpil Lee, and Won Woo Ro. "Parallelized sub-resource loading for web rendering engine." Journal of Systems Architecture 59, no. 9 (2013): 785–93. http://dx.doi.org/10.1016/j.sysarc.2013.05.016.

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Ciancarini, Paolo, Alfredo Rizzi, and Fabio Vitali. "An extensible rendering engine for XML and HTML." Computer Networks and ISDN Systems 30, no. 1-7 (1998): 225–37. http://dx.doi.org/10.1016/s0169-7552(98)00115-9.

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Wu, Di, Jing Zhang, Shun De Gao, and Xin Wang. "Modeling Method of Crawler Crane Based on Open Source Engines." Advanced Materials Research 97-101 (March 2010): 2832–35. http://dx.doi.org/10.4028/www.scientific.net/amr.97-101.2832.

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Crawler cranes are the most expensive and frequently shared resource on construction sites, industries, etc. According to the characteristics of crawler crane, this paper presents a multiple modeling method of crawler crane based on OGRE (Object-oriented Graphics Rendering Engine) and Bullet Dynamic Engine. The multiple model is composed of rendering model, collision model, skeleton model and dynamic model. Based on this modeling method, not only vivid figuration and motion of the crane but also real-time collision detection and distance computation can be achieved.
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Huang, H., C. Hu, F. Zhang, and H. Xue. "RESEARCH ON VISUALIZATION OF GROUND LASER RADAR DATA BASED ON OSG." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-3 (April 30, 2018): 595–99. http://dx.doi.org/10.5194/isprs-archives-xlii-3-595-2018.

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Three-dimensional (3D) laser scanning is a new advanced technology integrating light, machine, electricity, and computer technologies. It can conduct 3D scanning to the whole shape and form of space objects with high precision. With this technology, you can directly collect the point cloud data of a ground object and create the structure of it for rendering. People use excellent 3D rendering engine to optimize and display the 3D model in order to meet the higher requirements of real time realism rendering and the complexity of the scene. OpenSceneGraph (OSG) is an open source 3D graphics engin
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Dissertations / Theses on the topic "Rendering-engine"

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Robinson, William Earl. "A process for single-command rendering using Sun Grid Engine." Connect to this title online, 2009.

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Tlatlik, Max Lukas. "Volume rendering with Marching cubes and async compute." Thesis, Blekinge Tekniska Högskola, Institutionen för datavetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18315.

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With the addition of the compute shader stage for GPGPU hardware it has becomepossible to run CPU like programs on modern GPU hardware. The greatest benefit can be seen for algorithms that are of highly parallel nature and in the case of volume rendering the Marching cubes algorithm makes for a great candidate due to its simplicity and parallel nature. For this thesis the Marching cubes algorithm was implemented on a compute shader and used in a DirectX 12 framework to determine if GPU frametime performance can be improved by executing the compute command queue parallell to the graphics comman
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Wesson, John W. "The Tower: Constructing a 3D Scene." Digital Commons @ East Tennessee State University, 2014. https://dc.etsu.edu/honors/226.

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This thesis describes the process of creating a 3D environment from the initial concept to the final scene. It discusses relevant research into new technology in the field of real-time rendering, including Physically Based Rendering and a synced normals workflow. It examines how the goals of the project changed over time and how the associated challenges were resolved. Conclusions are drawn about what practices were most successful, and how the development process could be improved.
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Londei, Marina. "Motori di Rendering a confronto in Blender: Teoria e Applicazioni." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2015. http://amslaurea.unibo.it/9516/.

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L'elaborato prende in esame alcuni motori di rendering, studiandone e descrivendone le caratteristiche sia dal punto di vista teorico-matematico che pratico, con un'ampia introduzione sulla teoria del rendering e sui diversi modelli di illuminazione.
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Woxler, Platon. "Efficient generation and rendering of tube geometry in Unreal Engine : Utilizing compute shaders for 3D line generation." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-302564.

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Massive graph visualization in an immersive environment, such as virtual reality (VR) or Augmented Reality (AR), has the possibility to improve users’ understanding when exploring data in new ways. To make the most of a visualization, such as this, requires interactive components that are fast enough to accommodate interactivity. By rendering the edges of the graph as shaded lines that imitate three‑dimensional (3D) lines or tubes, one can circumvent technical limitations. This method works well enough when using traditional two‑dimensional (2D) monitors, but representing tubes as flat lines i
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Succi, Luca. "Sviluppo di un motore di rendering basato sulla libreria Vulkan." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/16971/.

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Questa tesi ha come obiettivo sviluppare un motore di rendering utilizzando l'API Vulkan. Vulkan è una libreria grafica di basso livello e a basso impatto, indipendente da e compatibile con tutti i sistemi operativi attuali. Il ruolo di questa libreria è molto importante in settori come l'industria video ludica. Nei videogiochi è necessario sfruttare al massimo l'hardware grafico per creare giochi belli e coinvolgenti. I PC dei videogiocatori tuttavia sono limitati in potenza. Oggigiorno il miglioramento dell'hardware non è più veloce come un tempo. Non potendo più fare affidamento su di quest
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Linné, Andreas. "Evaluating the Impact of V-Ray Rendering Engine Settings on Perceived Visual Quality and Render Time : A Perceptual Study." Thesis, Blekinge Tekniska Högskola, Institutionen för datavetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-19161.

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Background. In computer graphics, it can be a time-consuming process to render photorealistic images. This rendering process, called “physically based rendering” uses complex algorithms to calculate the behavior of light. Fortunately, most renderers offer the possibility to alter the render-settings, allowing for a decrease in render time, but this usually comes at the cost of a lower quality image. Objectives. This study aims to identify what setting has the highest impact on the rendering process in the V-Ray renderer. It also examines if a perceived difference can be seen when reducing this s
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Záleta, Martin. "Srovnání volně dostupných zobrazovacích knihoven." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2013. http://www.nusl.cz/ntk/nusl-236408.

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The main purpose of this paper is to provide a detailed analysis of some of the major available open source rendering libraries with the emphasis on their notable characteristics, and an in-depth comparison among them with regards to their possible practical use. Specifically, the selected rendering libraries in this paper are the following - OpenSceneGraph, Ogre 3D, Irrlicht Engine, Crystal Space and OpenSG, but a sidenote is given to some of the others as well. Last but not least, self-made examples of their usage are also included, and are meant to demonstrate some of the mentioned characte
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Mendel, Oskar, and Jesper Bergström. "SIMD Optimizations of Software Rendering in 2D Video Games." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-88989.

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Optimizing rendering is one of the greatest challenges faced by game developers. Most game engines make use of hardware rendering which uses technology specifically built for rendering. Before such hardware existed, game developers had to rely on the CPU to render their games. This is known as software rendering. Software rendering is not commonly used nowadays but has been seen in cases such as a backup for when the end users machine does not support the hardware based renderer of the application. Since the CPU is not purposely built for rendering, unlike the GPU, the developer has to perform
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Tosto, Alessio. "vitaQuakeIII: Porting di un engine di gioco opensource da PC su console portatile." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2019. http://amslaurea.unibo.it/18506/.

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Lo studio qui illustrato si basa su di un progetto applicativo denominato vitaQuakeIII, un’applicazione che permette di eseguire codice scritto tramite engine di gioco id Tech 3, disponibile per PC, su un dispositivo sul quale tale engine non è ufficialmente supportato (Sony PlayStation® Vita). Verranno illustrate le maggiori problematiche dovute dall’operazione di porting e come queste verranno risolte. La limitatezza delle risorse della console in termini di memoria disponibile e velocità di calcolo rispetto ad un PC è uno dei problemi fondamentali affrontati durante il documento. Inoltre v
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Books on the topic "Rendering-engine"

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Bao, Hujun, and Wei Hua. Real-Time Graphics Rendering Engine. Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-18342-3.

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Wei, Hua, and SpringerLink (Online service), eds. Real-Time Graphics Rendering Engine. Springer-Verlag Berlin Heidelberg, 2011.

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Foundations of Game Engine Development, Volume 2: Rendering. Terathon Software LLC, 2019.

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Baechler, Oscar, and Xury Greer. Blender 3D By Example: A project-based guide to learning the latest Blender 3D, EEVEE rendering engine, and Grease Pencil, 2nd Edition. Packt Publishing, 2020.

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Book chapters on the topic "Rendering-engine"

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Tapus, Nicolae, Emil Slusanschi, and Tudor Popescu. "Distributed Rendering Engine." In Lecture Notes in Computer Science. Springer Berlin Heidelberg, 2002. http://dx.doi.org/10.1007/3-540-47840-x_21.

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Bao, Hujun, and Wei Hua. "Architecture of Real-Time Rendering Engine." In Advanced Topics in Science and Technology in China. Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-18342-3_3.

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Xu, Peng, Wenjun Yang, and Kehong Wang. "XML-Based Data Rendering Engine for Content Management System." In Advances in Web-Age Information Management. Springer Berlin Heidelberg, 2002. http://dx.doi.org/10.1007/3-540-45703-8_16.

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Guo, Ping, Yao Cheng, and Zhu-Jin Liu. "Design and Implementation of 3D Graphics Rendering Engine with DirectX." In Communications in Computer and Information Science. Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-31968-6_71.

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Sfarti, Adrian, Brian A. Barsky, Todd J. Kosloff, et al. "New 3D Graphics Rendering Engine Architecture for Direct Tessellation of Spline Surfaces." In Lecture Notes in Computer Science. Springer Berlin Heidelberg, 2005. http://dx.doi.org/10.1007/11428848_28.

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Nowak, Łukasz, Artur Bąk, Tomasz Czajkowski, and Konrad Wojciechowski. "Modeling and Rendering of Volumetric Clouds in Real-Time with Unreal Engine 4." In Computer Vision and Graphics. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-030-00692-1_7.

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Rüdel, Marc O., Johannes Ganser, Rene Weller, and Gabriel Zachmann. "UnrealHaptics: A Plugin-System for High Fidelity Haptic Rendering in the Unreal Engine." In Virtual Reality and Augmented Reality. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-030-01790-3_8.

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Sfarti, Dr Adrian, Prof Brian A. Barsky, Todd J. Kosloff, et al. "Extensions for 3D Graphics Rendering Engine Used for Direct Tessellation of Spline Surfaces." In Computational Science – ICCS 2006. Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11758525_29.

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Diard, Franck. "The Photon4D distributed engine: A distribution layer for high quality rendering in shared virtual immersion." In High-Performance Computing and Networking. Springer Berlin Heidelberg, 1998. http://dx.doi.org/10.1007/bfb0037165.

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Harrison, Lynn Thomas. "Hanging Ten: A Ride Through the Rendering Pipeline." In Introduction to 3D Game Engine Design Using DirectX 9 and C#. Apress, 2003. http://dx.doi.org/10.1007/978-1-4302-0821-1_3.

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Conference papers on the topic "Rendering-engine"

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Hučko, Michal, Michal Vanek, and Miloš Šrámek. "The VRE volume rendering engine." In the 26th Spring Conference. ACM Press, 2010. http://dx.doi.org/10.1145/1925059.1925072.

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Salamin, Patrick, Daniel Thalmann, and Frédéric Vexo. "Context aware, multimodal, and semantic rendering engine." In the 8th International Conference. ACM Press, 2009. http://dx.doi.org/10.1145/1670252.1670257.

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Ji-yong, Kwon, Oh Young-Jin, and Lee n-Kwon. "Stereoscopic 3D Rendering Engine for 2D Games." In Annual International Conference on Computer Games, Multimedia and Allied Technology. Global Science & Technology Forum (GSTF), 2013. http://dx.doi.org/10.5176/2251-1679_cgat13.09.

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Bitter, Ingmar, and Arie Kaufman. "A ray-slice-sweep volume rendering engine." In the ACM SIGGRAPH/EUROGRAPHICS workshop. ACM Press, 1997. http://dx.doi.org/10.1145/258694.258730.

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Zivkov, Dusan, Daniel Kurtjak, and Mladen Grumic. "GUI rendering engine utilizing Lua as script." In 2015 IEEE 1st International Workshop on Consumer Electronics - Novi Sad. IEEE, 2015. http://dx.doi.org/10.1109/cews.2015.7867151.

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Doyen, Didier, Cedric Thebault, and Sylvain Thiebaud. "Display independent real-time multi-view rendering engine." In 2013 18th International Conference on Digital Signal Processing (DSP). IEEE, 2013. http://dx.doi.org/10.1109/icdsp.2013.6622768.

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McTaggart, Gary, Chris Green, and Jason Mitchell. "High dynamic range rendering in valve's source engine." In ACM SIGGRAPH 2006 Courses. ACM Press, 2006. http://dx.doi.org/10.1145/1185657.1185689.

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Swafford, Nicholas T., Darren Cosker, and Kenny Mitchell. "Latency aware foveated rendering in unreal engine 4." In CVMP 2015: 12th International Conference on Visual Media Production. ACM, 2015. http://dx.doi.org/10.1145/2824840.2824863.

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Johnson, Michael J., Joel Clark W. Rogers, William R. Hancock, et al. "Simulated breadboard: single-card real-time 3D rendering engine." In SPIE's International Symposium on Optical Engineering and Photonics in Aerospace Sensing, edited by Darrel G. Hopper. SPIE, 1994. http://dx.doi.org/10.1117/12.177796.

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Ray, Harvey, and Deborah Silver. "The RACE II engine for real-time volume rendering." In the ACM SIGGRAPH/EUROGRAPHICS workshop. ACM Press, 2000. http://dx.doi.org/10.1145/346876.348248.

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