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 38 results.

Result #11 of 38.
Scalable Ambient Obscurance
Morgan McGuire, Michael Mara, David Luebke
High-Performance Graphics, 2012, pp. 97--103.
(more...)
Result #12 of 38.
Adaptive Scalable Texture Compression
Jorn Nystad, Anders Lassen, Andy Pomianowski, Sean Ellis, Tom Olson
High-Performance Graphics, 2012, pp. 105--114.
(more...)
Result #13 of 38.
Parallel Patch-based Texture Synthesis
Anass Lasram, Sylvain Lefebvre
High-Performance Graphics, 2012, pp. 115--124.
(more...)
Result #14 of 38.
Representing Appearance and Pre-filtering Subpixel Data in Sparse Voxel Octrees
Eric Heitz, Fabrice Neyret
High-Performance Graphics, 2012, pp. 125--134.
(more...)
Result #15 of 38.
A path space extension for robust light transport simulation
Toshiya Hachisuka, Jacopo Pantaleoni, Henrik Wann Jensen
In ACM Transactions on Graphics, 31(6), November 2012.
(more...)
Result #16 of 38.
SSLPV: Subsurface Light Propagation Volumes
Jesper Børlum, Brian Bunch Christensen, Thomas Kim Kjeldsen, Peter Trier Mikkelsen, Karsten Østergaard Noe, Jens Rimestad, Jesper Mosegaard
High-Performance Graphics, 2011, pp. 7--14.
(more...)
Result #17 of 38.
Real-Time Diffuse Global Illumination Using Radiance Hints
Georgios Papaioannou
High-Performance Graphics, 2011, pp. 15--24.
(more...)
Result #18 of 38.
The Alchemy Screen-Space Ambient Obscurance Algorithm
Morgan McGuire, Brian Osman, Michael Bukowski, Padraic Hennessy
High-Performance Graphics, 2011, pp. 25--32.
(more...)
Result #19 of 38.
Voxelized Shadow Volumes
Chris Wyman
High-Performance Graphics, 2011, pp. 33--40.
(more...)
Result #20 of 38.
Improving SIMD Efficiency for Parallel Monte Carlo Light Transport on the GPU
Dietger van Antwerpen
High-Performance Graphics, 2011, pp. 41--50.
(more...)

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