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 85 results.

Result #11 of 85.
Watertight Tessellation using Forward Differencing
Henry Moreton
Graphics Hardware, 2001, pp. 25--32.
(more...)
Result #12 of 85.
Hardware Support for Adaptive Subdivision Surface Rendering
M. Boo, M. Amor, M. Doggett, J. Hirche, W. Straßer
Graphics Hardware, 2001, pp. 33--40.
(more...)
Result #13 of 85.
Hardware Support for Non-photorealistic Rendering
Ramesh Raskar
Graphics Hardware, 2001, pp. 41--46.
(more...)
Result #14 of 85.
Compiling to a VLIW Fragment Pipeline
William R. Mark, Kekoa Proudfoot
Graphics Hardware, 2001, pp. 47--55.
(more...)
Result #15 of 85.
The F-Buffer: A Rasterization-Order FIFO Buffer for Multi-Pass Rendering
William R. Mark, Kekoa Proudfoot
Graphics Hardware, 2001, pp. 57--63.
(more...)
Result #16 of 85.
Incremental and Hierarchical Hilbert Order Edge Equation Polygon Rasterization
Michael D. McCool, Cluis Wales, Kevin Moule
Graphics Hardware, 2001, pp. 65--72.
(more...)
Result #17 of 85.
R-Buffer: A Pointerless A-Buffer Hardware Architecture
Craig M. Wittenbrink
Graphics Hardware, 2001, pp. 73--80.
(more...)
Result #18 of 85.
Quasi-Linear Depth Buffers With Variable Resolution
Eugene Lapidous, Guofang Jiao, Jianbo Zhang, Timothy Wilson
Graphics Hardware, 2001, pp. 81--86.
(more...)
Result #19 of 85.
Perlin Noise Pixel Shaders
John C. Hart
Graphics Hardware, 2001, pp. 87--94.
(more...)
Result #20 of 85.
Vertex-based Anisotropic Texturing
Marc Olano, Shrijeet Mukherjee, Angus Dorbie
Graphics Hardware, 2001, pp. 95--98.
(more...)

[first] [previous] page 2 of 9 [next] [last]


graphbib: Powered by "bibsql" and "SQLite3."