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 45 results.
Result #11 of 45.
Out-of-Core Construction of Sparse Voxel OctreesJeroen Baert, Ares Lagae, Philip DutréHigh-Performance Graphics, 2013, pp. 27--32.
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Result #12 of 45.
Screen-Space Far-Field Ambient ObscuranceVille TimonenHigh-Performance Graphics, 2013, pp. 33--44.
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Result #13 of 45.
Imperfect Voxelized Shadow VolumesChris Wyman, Zeng DaiHigh-Performance Graphics, 2013, pp. 45--52.
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Result #14 of 45.
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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Result #15 of 45.
Real-time Local Displacement using Dynamic GPU Memory ManagementHenry Schäfer, Benjamin Keinert, Marc StammingerHigh-Performance Graphics, 2013, pp. 63--72.
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Result #16 of 45.
Real-Time High-Resolution Sparse Voxelization with Application to Image-Based ModelingCharles Loop, Cha Zhang, Zhengyou ZhangHigh-Performance Graphics, 2013, pp. 73--80.
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Result #17 of 45.
Efficient BVH Construction via Approximate Agglomerative ClusteringYan Gu, Yong He, Kayvon Fatahalian, Guy BlellochHigh-Performance Graphics, 2013, pp. 81--88.
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Result #18 of 45.
Fast Parallel Construction of High-Quality Bounding Volume HierarchiesTero Karras, Timo AilaHigh-Performance Graphics, 2013, pp. 89--100.
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Result #19 of 45.
On Quality Metrics of Bounding Volume HierarchiesTimo Aila, Tero Karras, Samuli LaineHigh-Performance Graphics, 2013, pp. 101--108.
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Result #20 of 45.
SGRT: A Mobile GPU Architecture for Real-Time Ray TracingWon-Jong Lee, Youngsam Shin, Jaedon Lee, Jin-Woo Kim, Jae-Ho Nah, Seokyoon Jung, Shihwa Lee, Hyun-Sang Park, Tack-Don HanHigh-Performance Graphics, 2013, pp. 109--120.
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