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DC poleHodnotaJazyk
dc.contributor.authorZubatov, Konstantin
dc.contributor.authorShcherbakov, Alexandr
dc.contributor.editorSkala, Václav
dc.date.accessioned2024-07-28T18:20:33Z-
dc.date.available2024-07-28T18:20:33Z-
dc.date.issued2024
dc.identifier.citationWSCG 2024: full papers proceedings: 32. International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision, p. 147-156.en
dc.identifier.issn2464–4625 (online)
dc.identifier.issn2464–4617 (print)
dc.identifier.urihttp://hdl.handle.net/11025/57387
dc.format10 s.cs
dc.format.mimetypeapplication/pdf
dc.language.isoenen
dc.publisherVáclav Skala - UNION Agencyen
dc.rights© Václav Skala - UNION Agencyen
dc.subjectfragment shadercs
dc.subjectvýpočetní shadercs
dc.subjectrozdílové derivátycs
dc.subjectfiltrycs
dc.subjectvzorkování texturcs
dc.titleTexture reading optimization for 2 dimensional filter based graphics algorithmscs_CZ
dc.titleTexture reading optimization for 2 dimensional filter based graphics algorithmsen
dc.typekonferenční příspěvekcs
dc.typeconferenceObjecten
dc.rights.accessopenAccessen
dc.type.versionpublishedVersionen
dc.description.abstract-translatedThere are many graphics algorithms that require reading textures in window 3x3, 5x5, etc. Both large window sizes and high rendering resolutions decrease performance. We propose an algorithm-independent method for reducing the number of texture samples implemented in a fragment shader for a local 2x2 area and based on the architectural features of the graphics pipeline — transferring data between fragments via difference derivativesen
dc.subject.translatedfragment shaderen
dc.subject.translatedcompute shaderen
dc.subject.translateddifference derivativesen
dc.subject.translatedfiltersen
dc.subject.translatedtexture samplingen
dc.identifier.doihttps://doi.org/10.24132/10.24132/CSRN.3401.16
dc.type.statusPeer revieweden
Vyskytuje se v kolekcích:WSCG 2024: Full Papers Proceedings

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