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 107 results.

Result #91 of 107.
Tile-Based Texture Mapping on Graphics Hardware
Li-Yi Wei
Graphics Hardware, 2004, pp. 55--64.
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Result #92 of 107.
Silhouette Maps for Improved Texture Magnification
Pradeep Sen
Graphics Hardware, 2004, pp. 65--74.
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Result #93 of 107.
PixelView: A View-Independent Graphics Rendering Architecture
J. Stewart, E. P. Bennett, L. McMillan
Graphics Hardware, 2004, pp. 75--84.
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Result #94 of 107.
A Flexible Simulation Framework for Graphics Architectures
J. W. Sheaffer, D. Luebke, K. Skadron
Graphics Hardware, 2004, pp. 85--94.
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Result #95 of 107.
Realtime Ray Tracing of Dynamic Scenes on an FPGA Chip
Jörg Schmittler, Sven Woop, Daniel Wagner, Wolfgang J. Paul, Philipp Slusallek
Graphics Hardware, 2004, pp. 95--106.
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Result #96 of 107.
A Programmable Vertex Shader with Fixed-Point SIMD Datapath for Low Power Wireless Applications
Ju-Ho Sohn, Ramchan Woo, Hoi-Jun Yoo
Graphics Hardware, 2004, pp. 107--114.
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Result #97 of 107.
UberFlow: A GPU-Based Particle Engine
Peter Kipfer, Mark Segal, Rüdiger Westermann
Graphics Hardware, 2004, pp. 115--122.
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Result #98 of 107.
Hardware-based Simulation and Collision Detection for Large Particle Systems
A. Kolb, L. Latta, C. Rezk-Salama
Graphics Hardware, 2004, pp. 123--132.
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Result #99 of 107.
Understanding the Efficiency of GPU Algorithms for Matrix-Matrix Multiplication
K. Fatahalian, J. Sugerman, P. Hanrahan
Graphics Hardware, 2004, pp. 133--138.
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Result #100 of 107.
Occlusion culling and z-fail for soft shadow volume algorithms
Ulf Assarsson, Tomas Akenine-Möller
In The Visual Computer, 20(8-9), 2004.
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