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GPTT: A Cross-Platform Graphics Performance Tuning Tool for Embedded SystemLin, Keng-Yu 22 August 2006 (has links)
This thesis presents a new cross-platform graphics performance tool, GPTT (Graphics Performance Tuning Tool), which is designed for helping developers to find the performance bottleneck of their games or applications on embedded systems. The functions of performance tool are embedded into the standard graphics library, OpenGL ES, to achieve cross-platform. In order to verify the proposed tool, we also implement the OpenGL ES specification in addition to the tool itself. The performance tool is separated into visualization part and measurement part from which it successfully decreases the load in embedded system, while running the application. Via the tool it identifies many bottlenecks that can be improved.
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Bildprädiktion zur Erhöhung der Bildfolgerate für computergenerierte Bildsequenzen auf Basis von Kalman Filterung neue Algorithmen zur Bildprädiktion und Korrektur von AufdeckungsartefaktenPieper, Mirco January 2005 (has links)
Zugl.: Wuppertal, Univ., Diss., 2005
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Měření výkonnosti grafického akcelerátoru / Performance Evaluation of Graphics AcceleratorVanek, Juraj January 2010 (has links)
This paper deals with possibilities and functions of modern graphic accelerators and with measuring performance under OpenGL interface. Widespread algorithms to render scene in real-time are used. It focuses on how to test every part of accelerator's graphic pipeline as well as measure performance in rendering of advanced effects and theoretical speed at general purpose calculations through graphic processor. This testing is realized by implementing multiple test series and their further evaluation. Final application enables setting of test parameters and outputs a score, by which is possible to judge accelerator's performance in comparison among themselves.
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Deferred Shading / Deferred ShadingStarý, Petr January 2009 (has links)
Work deals with design and implementation a tutorial for demonstration deferred shading technique and its possibilities. It explains lighting and shading principles in intuitive and interactive way. Deferred shading is a technique which determines pixel color after the geometry rasterization of the entire scene. In other words the processing of geometry does not interfere with the shading process.
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