Abstract
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.
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Gil, A.M., Figueira, T.S. (2020). A Shader-Based Architecture for Virtual Reality Applications on Mobile Devices. In: Stephanidis, C., Chen, J.Y.C., Fragomeni, G. (eds) HCI International 2020 – Late Breaking Papers: Virtual and Augmented Reality. HCII 2020. Lecture Notes in Computer Science(), vol 12428. Springer, Cham. https://doi.org/10.1007/978-3-030-59990-4_9
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