Abstract Rendering in real time for virtual reality headsets with high user immersion is challenging due to strict framerate constraints as well as due to ...
source https://www.google.com/url?rct=j&sa=t&url=https://onlinelibrary.wiley.com/doi/abs/10.1111/cgf.14176%3Faf%3DR&ct=ga&cd=CAIyGjg5NjVlMGM0YzM3ZjhiODc6Y29tOmVuOlVT&usg=AFQjCNEaYWFoQwisVHUfI6cmUtOzMSLI2Q
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