graphbib: A searchable database with over 13,000 unique entries from the fields of computer graphics, computer vision, animation, and perception.
Enter a search term in the box. "AND" and "OR" work. Results returned, by year, in descending order (newest first).
Your query returned 30 results.
Result #1 of 30.
Aggregate G-buffer anti-aliasingCyril Crassin, Morgan McGuire, Kayvon Fatahalian, Aaron LefohnProceedings of the 19th Symposium on Interactive 3D Graphics and Games, 2015, pp. 109--119.
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Result #2 of 30.
A system for rapid, automatic shader level-of-detailYong He, Tim Foley, Natalya Tatarchuk, Kayvon FatahalianIn
ACM Transactions on Graphics (TOG), 34(6), November 2015.
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Result #3 of 30.
Self-refining games using player analyticsMatt Stanton, Ben Humberston, Brandon Kase, James F. O'Brien, Kayvon Fatahalian, Adrien TreuilleIn
ACM Transactions on Graphics, 33(4), July 2014.
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Result #4 of 30.
Extending the graphics pipeline with adaptive, multi-rate shadingYong He, Yan Gu, Kayvon FatahalianIn
ACM Transactions on Graphics, 33(4), July 2014.
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Result #5 of 30.
Theory and Analysis of Higher-Order Motion Blur RasterizationCarl Johan Gribel, Jacob Munkberg, Jon Hasselgren, Tomas Akenine-MóllerHigh-Performance Graphics, 2013, pp. 7--16.
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Result #6 of 30.
PixelPie: Maximal Poisson-disk Sampling with RasterizationCheuk Yiu Ip, M. Adil Yalc, David Luebke, Amitabh VarshneyHigh-Performance Graphics, 2013, pp. 17--26.
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Result #7 of 30.
Out-of-Core Construction of Sparse Voxel OctreesJeroen Baert, Ares Lagae, Philip DutréHigh-Performance Graphics, 2013, pp. 27--32.
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Result #8 of 30.
Screen-Space Far-Field Ambient ObscuranceVille TimonenHigh-Performance Graphics, 2013, pp. 33--44.
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Result #9 of 30.
Imperfect Voxelized Shadow VolumesChris Wyman, Zeng DaiHigh-Performance Graphics, 2013, pp. 45--52.
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Result #10 of 30.
Lazy Incremental Computation for Efficient Scene Graph RenderingMichael Wörister, Harald Steinlechner, Stefan Maierhofer, Robert F. ToblerHigh-Performance Graphics, 2013, pp. 53--62.
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