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 34 results.
Result #11 of 34.
Adaptive Image Space Shading for Motion and Defocus BlurKarthik Vaidyanathan, Robert Toth, Marco Salvi, Solomon Boulos, Aaron LefohnHigh-Performance Graphics, 2012, pp. 13--21.
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Result #12 of 34.
High-Quality Parallel Depth-of-Field Using Line SamplesStanley Tzeng, Anjul Patney, Andrew Davidson, Mohamed S. Ebeida, Scott A. Mitchell, John D. OwensHigh-Performance Graphics, 2012, pp. 23--31.
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Result #13 of 34.
Maximizing Parallelism in the Construction of BVHs, Octrees, and k-d TreesTero KarrasHigh-Performance Graphics, 2012, pp. 33--37.
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Result #14 of 34.
kANN on the GPU with Shifted SortingShengren Li, Lance Simons, Jagadeesh Bhaskar Pakaravoor, Fatemeh Abbasinejad, John D. Owens, Nina AmentaHigh-Performance Graphics, 2012, pp. 39--47.
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Result #15 of 34.
SRDH: Specializing BVH Construction and Traversal Order Using Representative Shadow Ray SetsNicolas Feltman, Minjae Lee, Kayvon FatahalianHigh-Performance Graphics, 2012, pp. 49--55.
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Result #16 of 34.
Algorithm and VLSI Architecture for Real-Time 1080p60 Video RetargetingPierre Greisen, Manuel Lang, Simon Heinzle, Aljosa SmolicHigh-Performance Graphics, 2012, pp. 57--66.
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Result #17 of 34.
Power Efficiency for Software Algorithms Running on Graphics ProcessorsBjörn Johnsson, Per Ganestam, Michael Doggett, Tomas Akenine-MöllerHigh-Performance Graphics, 2012, pp. 67--75.
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Result #18 of 34.
Reducing Aliasing Artifacts through ResamplingAlexander ReshetovHigh-Performance Graphics, 2012, pp. 77--86.
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Result #19 of 34.
Clustered Deferred and Forward ShadingOla Olsson, Markus Billeter, Ulf AssarssonHigh-Performance Graphics, 2012, pp. 87--96.
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Result #20 of 34.
Scalable Ambient ObscuranceMorgan McGuire, Michael Mara, David LuebkeHigh-Performance Graphics, 2012, pp. 97--103.
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