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Volumn , Issue , 2012, Pages 337-352

Exploring mobile vs. desktop openGL performance

Author keywords

[No Author keywords available]

Indexed keywords


EID: 85025449485     PISSN: None     EISSN: None     Source Type: Book    
DOI: 10.1201/b12288     Document Type: Chapter
Times cited : (7)

References (20)
  • 1
    • 85056035614 scopus 로고    scopus 로고
    • Google Android. “GLSurfaceView.” http://developer.android.com/reference/android/opengl/GLSurfaceView.html, 2011.
    • (2011) GLSurfaceView.
  • 2
    • 35048836660 scopus 로고    scopus 로고
    • Memory Bandwidth Requirements of Tile-Based Rendering
    • edited by Andy D. Pimentel and Stamatis Vassiliadis, Springer
    • Iosif Antochi, Ben H. H. Juurlink, Stamatis Vassiliadis, and Petri Liuha. “Memory Bandwidth Requirements of Tile-Based Rendering.” In SAMOS, Lecture Notes in Computer Science, edited by Andy D. Pimentel and Stamatis Vassiliadis, pp. 323-332. Springer, 2004.
    • (2004) SAMOS, Lecture Notes in Computer Science , pp. 323-332
    • Antochi, I.1    Juurlink, B.H.H.2    Vassiliadis, S.3    Liuha, P.4
  • 3
    • 85056029206 scopus 로고    scopus 로고
    • Apple. “Best Practices forWorking with VertexData.” http://developer.apple.com/library/ios/#documentation/3DDrawing/Conceptual/OpenGLES ProgrammingGuide/TechniquesforWorkingwithVertexData/TechniquesforWorkingwithVertexData.html#//apple ref/doc/uid/TP40008793-CH107-SW1, 2011.
    • (2011) Best Practices forWorking with VertexData.
  • 5
    • 85056039832 scopus 로고    scopus 로고
    • Benji Bowman. “EXT discard framebuffer.” http://www.khronos.org/registry/gles/extensions/EXT/EXT discard framebuffer.txt, 2009.
    • (2009) EXT discard framebuffer.
    • Bowman, B.1
  • 14
    • 85056073548 scopus 로고    scopus 로고
    • Motorola. “Understanding Texture Compression.” http://developer.motorola.com/docstools/library/understanding-texture-compression/, 2011.
    • (2011) Understanding Texture Compression.
  • 18
    • 84862167362 scopus 로고    scopus 로고
    • Imagination Technologies. “POWERVR Series5 Graphics SGX Architecture Guide for Developers.” http://www.imgtec.com/powervr/insider/docs/POWERVR% 20Series5%20Graphics.SGX%20architecture%20guide%20for%20developers.1.0.8. External.pdf, 2011.
    • (2011) POWERVR Series5 Graphics SGX Architecture Guide for Developers.
  • 19
    • 85056075794 scopus 로고    scopus 로고
    • Unity. “Optimizing Graphics Performance.” http://unity3d.com/support/documentation/Manual/Optimizing%20Graphics%20Performance.html, 2011.
    • (2011) Optimizing Graphics Performance.


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.