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Adaptive Scalable Texture Compression.

, , , , and . High Performance Graphics, page 105-114. Eurographics Association, (2012)

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Saving the planet, one handset at a time: designing low-power, low-bandwidth GPUs.. SIGGRAPH Mobile, page 1:1. ACM, (2012)Stereopsis for verging systems.. CVPR, page 55-60. IEEE, (1993)Real time vergence control., and . CVPR, page 404-409. IEEE, (1989)MAVIS: A Visual Environment for Active Computer Vision., , , and . VL, page 170-176. IEEE Computer Society, (1992)Flexible texture compression using bounded integer sequence encoding., , and . SIGGRAPH Asia Sketches, page 32:1-32:2. ACM, (2011)Adaptive Scalable Texture Compression., , , , and . High Performance Graphics, page 105-114. Eurographics Association, (2012)Comparing depth from motion with depth from binocular disparity, , , and . Journal of Experimental Psychology: Human Perception and Performance, (1995)Parallel First Fit Memory Allocation., and . ICPP, page 502-511. Pennsylvania State University Press, (1987)Hardware 3D graphics acceleration for mobile devices.. ICASSP, page 5344-5347. IEEE, (2008)View-invariant regions and mobile robot self-localization., , and . IEEE Trans. Robotics Autom., 12 (5): 810-816 (1996)