Hardware Abstraction Layers
Hardware Abstraction Layers or HALs are a function of graphics APIs which separate the virtual environment?s engine code from the hardware. This means if the hardware?s capabilities or configuration change, the HALs deal with making the necessary adjustments, rather than the virtual environment itself, breaking.
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The author of this work captues the current problem with hardware paerfectly - its designed by the hardware designers, people who look to optomise their own hardware for one task, not for actual use. Just think of what we could achieve, if only hardware manufacturers spoke to end users.
This is not a tome that concerns itself with current hardware; rather this is a very grounded futurist?s book that concerns itself with near future technology, and how we could bring it into being, along with many profitable incentives for doing so.
German researchers have created an inexpensive to manufacture, tiny biosensor not much larger than a splinter. It is designed to pierce the skin and sit under the outer layers, monitoring swet and tears for glucose levels, and reporting back its findings, continuously.
A required reading book on real-time scene rendering that has been around for years, this book serves as a holistic, platform-independent guide for creating high frame rate renders that are as realistic as possible for the hardware available ? and teaches you where the bottlenecks are in the process so that you learn how to gauge new hardware from spec and understand how it will directly impact performance.
This cast from TED 2008, looks at how the cheap wii-mote can be easily repurposed to do the job of much more expensive VR hardware.
A bit of an oddity, this book. Right from the start, it derides VR interface hardware as expensive, niche and unnecessary, insisting you can achieve everything VR is good for, with a desktop PC and a mouse.
This book concentrates on an oft-overlooked aspect of AR: Designing the interface. All too often AR applications just build on existing software, often utilising whatever hardware comes to hand.
Promising work by QuinteQ on real-time motion capture without excessive hardware, holds promise for MoCap use in public VR.
A chronicle of some of the major advances in Augmented Reality hardware and software which took place in 2005.
The PhysX SDK and related hardware acceleration is designed as a method for realtime physics calculations, rather than expecting every developer to code from scratch.
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A new process for printing plastic solar cells boosts the power generated by the flexible and cheap form of photovoltaics. The new process stacks multiple polymer layers within a single photovoltaic device to produce a "tandem" cell.
By rapidly manipulating colored oil droplets stacked on top of each other, a new electrowetting (EW) technique could lead to the development of electronic paper displays that can produce high-resolution color video. Displays that use the EW...
As energy prices soar, and governments and organisations start to sweat over their carbon footprint, the energy consumption of the internet (over 2% of all human activity and growing) is coming under scrutiny.
A waterproof MP3 player built for bright beach days is the first device with a color "e-paper" display, meaning it has no backlighting and thus can be read in direct sunlight.
The display, from Qualcomm, consists of two lay...
Water and electronics don't usually mix. But a splash of the wet stuff could help make nanoelectronic manufacturing both quicker and cheaper.
Today's electronic circuit boards already include nanoscale components, but they ...