GPU Computation in Projective Space using Homogeneous Coordinates
| dc.contributor.author | Skala, Václav | |
| dc.date.accessioned | 2014-12-22T08:02:41Z | |
| dc.date.available | 2014-12-22T08:02:41Z | |
| dc.date.issued | 2006 | |
| dc.format | 12 s. | cs |
| dc.format.mimetype | application/pdf | |
| dc.identifier.citation | Game Programming GEMS 6. Boston: Charles River Media, 2006, p. 137-147. | cs |
| dc.identifier.isbn | 1-58450-450-1 | |
| dc.identifier.uri | http://hdl.handle.net/11025/11791 | |
| dc.language.iso | en | en |
| dc.publisher | Charles River Media | cs |
| dc.relation.ispartofseries | Game Programming GEMS 6 | en |
| dc.rights | © Charles River Media | en |
| dc.rights.access | openAccess | en |
| dc.subject | počítačová grafika | cs |
| dc.subject | výpočet průsečíků | cs |
| dc.subject | grafické procesory | cs |
| dc.subject.translated | computer graphics | en |
| dc.subject.translated | intersection | en |
| dc.subject.translated | graphic processing units | en |
| dc.title | GPU Computation in Projective Space using Homogeneous Coordinates | en |
| dc.type | konferenční příspěvek | cs |
| dc.type | conferenceObject | en |
| dc.type.status | Peer-reviewed | en |
| dc.type.version | publishedVersion | en |
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