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 HardwareLi-Yi WeiGraphics Hardware, 2004, pp. 55--64.
(
more...)
Result #92 of 107.
Silhouette Maps for Improved Texture MagnificationPradeep SenGraphics Hardware, 2004, pp. 65--74.
(
more...)
Result #93 of 107.
PixelView: A View-Independent Graphics Rendering ArchitectureJ. Stewart, E. P. Bennett, L. McMillanGraphics Hardware, 2004, pp. 75--84.
(
more...)
Result #94 of 107.
A Flexible Simulation Framework for Graphics ArchitecturesJ. W. Sheaffer, D. Luebke, K. SkadronGraphics Hardware, 2004, pp. 85--94.
(
more...)
Result #95 of 107.
Realtime Ray Tracing of Dynamic Scenes on an FPGA ChipJörg Schmittler, Sven Woop, Daniel Wagner, Wolfgang J. Paul, Philipp SlusallekGraphics Hardware, 2004, pp. 95--106.
(
more...)
Result #96 of 107.
A Programmable Vertex Shader with Fixed-Point SIMD Datapath for Low Power Wireless ApplicationsJu-Ho Sohn, Ramchan Woo, Hoi-Jun YooGraphics Hardware, 2004, pp. 107--114.
(
more...)
Result #97 of 107.
UberFlow: A GPU-Based Particle EnginePeter Kipfer, Mark Segal, Rüdiger WestermannGraphics Hardware, 2004, pp. 115--122.
(
more...)
Result #98 of 107.
Hardware-based Simulation and Collision Detection for Large Particle SystemsA. Kolb, L. Latta, C. Rezk-SalamaGraphics Hardware, 2004, pp. 123--132.
(
more...)
Result #99 of 107.
Understanding the Efficiency of GPU Algorithms for Matrix-Matrix MultiplicationK. Fatahalian, J. Sugerman, P. HanrahanGraphics Hardware, 2004, pp. 133--138.
(
more...)
Result #100 of 107.
Occlusion culling and z-fail for soft shadow volume algorithmsUlf Assarsson, Tomas Akenine-MöllerIn
The Visual Computer, 20(8-9), 2004.
(
more...)
[first] [previous] page 10 of 11 [next] [last]
graphbib: Powered by "bibsql" and "SQLite3."