As new technologies for CPUs and GPUs are released, games showcase improved graphics, physics simulations, and responsiveness. For limited form-factors such as virtual reality head-mounted displays though, it is possible to explore alternatives components to harness additional performance such as the GPU. This paper introduces a shader-based architecture for developing games using shared resources between the CPU and the GPU.
CITATION STYLE
Gil, A. M., & Figueira, T. S. (2020). A Shader-Based Architecture for Virtual Reality Applications on Mobile Devices. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 12428 LNCS, pp. 101–111). Springer Science and Business Media Deutschland GmbH. https://doi.org/10.1007/978-3-030-59990-4_9
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