| Document Date: 2013-04-01 13:34:13 Open Document File Size: 3,40 MBShare Result on Facebook
City Boston / / Company NVIDIA / GPU / Goldman / X5 / Microsoft / / Country Denmark / / Currency CAD / / Facility We store / University of Utah / / IndustryTerm content creation tools / conversion algorithm / overall rendering algorithm / evaluation algorithm / a more detailed algorithm / lattice-clipping algorithm / programmable graphics hardware / hidden surface algorithm / post-processing / software rasterization / particular rendering algorithm / cell-specialization algorithm / real-time animations / real-time rendering applications / using programmable graphics hardware / / NaturalFeature Cell streams / / Organization University of Utah / UC Berkeley / / Person Daniel Szecket / Pedro V. Sander / Addison Wesley / Aurelio A. Heckert / Renato Werneck / Pixel / Vector Graphics Diego Nehab Hugues / Vector Graphics Diego Nehab / Vector Graphics / Foley / / / Position artist / 3D model / Skater / Dancer / General / Carpenter / / ProvinceOrState Utah / / PublishedMedium Computer Graphics / Communications of the ACM / / Technology alpha / hidden surface algorithm / vector graphics / overall rendering algorithm / API / evaluation algorithm / rendering algorithm / lattice-clipping algorithm / 3D Graphics / conversion algorithm / particular rendering algorithm / cell-specialization algorithm / random access / supersampling algorithm / CAD / modified A-buffer algorithm / / URL http /
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