Introduction |
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Web Materials |
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1 Touchscreen-Based User Interaction |
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1 | (10) |
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1 | (1) |
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1 | (3) |
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4 | (1) |
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1.4 Application: Controlling a Camera in a Spherical Coordinate System |
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5 | (2) |
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7 | (2) |
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9 | (1) |
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9 | (2) |
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2 Optimizing a 3D Ul Engine for Mobile Devices |
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11 | (16) |
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12 | (1) |
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13 | (11) |
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24 | (3) |
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24 | (3) |
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3 A Shader-Based eBook Renderer |
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27 | (14) |
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27 | (1) |
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28 | (5) |
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3.3 Enabling Two Pages Side-by-Side |
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33 | (2) |
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3.4 Improving the Look and Antialiasing Edges |
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35 | (1) |
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3.5 Direction-Aligned Triangle Strip |
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36 | (1) |
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3.6 Performance Optimizations and Power Consumption |
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37 | (1) |
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37 | (1) |
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38 | (1) |
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38 | (1) |
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39 | (2) |
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39 | (2) |
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4 Post-Processing Effects on Mobile Devices |
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41 | (16) |
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41 | (3) |
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44 | (2) |
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46 | (2) |
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48 | (6) |
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54 | (3) |
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55 | (2) |
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5 Shader-Based Water Effects |
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57 | (20) |
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57 | (1) |
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57 | (11) |
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68 | (7) |
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75 | (2) |
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75 | (2) |
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6 Realistic Real-Time Skin Rendering on Mobile |
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77 | (10) |
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77 | (1) |
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77 | (2) |
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79 | (1) |
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80 | (4) |
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84 | (1) |
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85 | (2) |
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86 | (1) |
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7 Deferred Rendering Techniques on Mobile Devices |
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87 | (12) |
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87 | (1) |
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87 | (1) |
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7.3 Overview of Techniques |
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88 | (6) |
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94 | (2) |
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7.5 Conclusion and Future Work |
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96 | (3) |
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96 | (3) |
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8 Bandwidth Efficient Graphics with the ARM Mali GPUs |
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99 | (14) |
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99 | (1) |
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8.2 Shader Framebuffer Fetch Extensions |
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99 | (4) |
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8.3 Shader Pixel Local Storage |
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103 | (4) |
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8.4 Deferred Shading Example |
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107 | (4) |
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111 | (2) |
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112 | (1) |
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9 Efficient Morph Target Animation Using OpenGL ES 3.0 |
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113 | (8) |
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113 | (1) |
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113 | (1) |
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114 | (1) |
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115 | (4) |
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119 | (1) |
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119 | (2) |
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119 | (2) |
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10 Tiled Deferred Blending |
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121 | (16) |
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121 | (2) |
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123 | (1) |
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124 | (6) |
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130 | (2) |
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132 | (1) |
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133 | (4) |
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134 | (3) |
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11 Adaptive Scalable Texture Compression |
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137 | (14) |
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137 | (1) |
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137 | (1) |
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138 | (2) |
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140 | (1) |
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141 | (1) |
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142 | (5) |
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147 | (2) |
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149 | (1) |
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149 | (2) |
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150 | (1) |
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12 Optimizing OpenCL Kernels for the ARM Mali-T600 GPUs |
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151 | (32) |
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151 | (1) |
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12.2 Overview of the OpenCL Programming Model |
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152 | (1) |
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12.3 ARM Mali-T600 GPU Series |
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152 | (3) |
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12.4 Optimizing the Sobel Image Filter |
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155 | (8) |
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12.5 Optimizing the General Matrix Multiplication |
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163 | (20) |
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181 | (2) |
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13 Hybrid Ray Tracing on a PowerVR GPU |
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183 | (18) |
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183 | (1) |
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183 | (4) |
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13.3 Combining Ray Tracing with Rasterization |
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187 | (2) |
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189 | (1) |
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190 | (1) |
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191 | (1) |
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192 | (2) |
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194 | (2) |
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196 | (4) |
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200 | (1) |
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200 | (1) |
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14 Implementing a GPU-Only Particle-Collision System with ASTC 3D Textures and OpenGL ES 3.0 |
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201 | (18) |
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201 | (1) |
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14.2 GPU-Only Particle System |
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202 | (2) |
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204 | (7) |
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14.4 Rendering the Particles |
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211 | (5) |
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216 | (3) |
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217 | (2) |
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15 Animated Characters with Shell Fur for Mobile Devices |
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219 | (10) |
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219 | (1) |
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219 | (1) |
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15.3 Creating a Shell Fur Texture |
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220 | (1) |
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15.4 Bone Batches or Single Pass? |
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221 | (1) |
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15.5 Model Data and Setup |
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221 | (2) |
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223 | (1) |
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15.7 Instancing for Fur Shells |
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223 | (2) |
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15.8 Lighting and Other Effects |
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225 | (2) |
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227 | (2) |
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227 | (2) |
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16 High Dynamic Range Computational Photography on Mobile GPUs |
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229 | (36) |
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229 | (1) |
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230 | (3) |
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16.3 Tone-Mapping Operators |
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233 | (5) |
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238 | (1) |
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239 | (4) |
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16.6 OpenGL ES and Android |
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243 | (1) |
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16.7 Implementing an HDR Pipeline Using OpenCL and OpenGL ES |
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244 | (9) |
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16.8 Android Implementation |
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253 | (5) |
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16.9 Performance of Our HDR Effects |
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258 | (3) |
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261 | (4) |
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262 | (3) |
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17 Efficient Soft Shadows Based on Static Local Cubemap |
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265 | (12) |
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265 | (1) |
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265 | (1) |
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266 | (1) |
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17.4 What Is a Local Cubemap? |
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267 | (1) |
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17.5 Creating a Shadow Cubemap |
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268 | (1) |
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269 | (3) |
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272 | (1) |
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17.8 Combining the Shadow Technique with Others |
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273 | (1) |
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17.9 Performance and Quality |
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274 | (1) |
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275 | (1) |
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275 | (2) |
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276 | (1) |
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18 Physically Based Deferred Shading on Mobile |
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277 | (12) |
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277 | (1) |
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18.2 Physically Based Shading |
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277 | (3) |
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18.3 An Efficient Physically Based Deferred Renderer |
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280 | (5) |
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285 | (1) |
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18.5 Conclusion and Future Work |
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285 | (4) |
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288 | (1) |
Contributors |
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289 | |