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 22 results.
Result #11 of 22.
HLBVH: Hierarchical LBVH Construction for Real-Time Ray Tracing of Dynamic GeometryJacopo Pantaleoni, David LuebkeHigh-Performance Graphics, 2010, pp. 87--95.
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Result #12 of 22.
AnySL: Efficient and Portable Shading for Ray TracingRalf Karrenberg, Dmitri Rubinstein, Philipp Slusallek, Sebastian HackHigh-Performance Graphics, 2010, pp. 97--105.
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Result #13 of 22.
Restart Trail for Stackless BVH TraversalSamuli LaineHigh-Performance Graphics, 2010, pp. 107--111.
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Result #14 of 22.
Architecture Considerations for Tracing Incoherent RaysTimo Aila, Tero KarrasHigh-Performance Graphics, 2010, pp. 113--122.
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Result #15 of 22.
A Work-Efficient GPU Algorithm for Level Set SegmentationMike Roberts, Jeff Packer, Mario Costa Sousa, Joseph Ross MitchellHigh-Performance Graphics, 2010, pp. 123--132.
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Result #16 of 22.
GPU Random Numbers via the Tiny Encryption AlgorithmFahad Zafar, Marc Olano, Aaron CurtisHigh-Performance Graphics, 2010, pp. 133--141.
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Result #17 of 22.
Texture Compression of Light Maps using Smooth Profile FunctionsJim Rasmusson, Jacob Ström, Per Wennersten, Michael Doggett, Tomas Akenine-MöllerHigh-Performance Graphics, 2010, pp. 143--152.
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Result #18 of 22.
Efficient Bounding of Displaced Bézier PatchesJacob Munkberg, Jon Hasselgren, Robert Toth, Tomas Akenine-MöllerHigh-Performance Graphics, 2010, pp. 153--162.
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Result #19 of 22.
Analytical Motion Blur Rasterization with CompressionCarl Johan Gribel, Michael Doggett, Tomas Akenine-MöllerHigh-Performance Graphics, 2010, pp. 163--172.
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Result #20 of 22.
Real-time Stochastic Rasterization on Conventional GPU ArchitecturesMorgan McGuire, Eric Enderton, Peter Shirley, David LuebkeHigh-Performance Graphics, 2010, pp. 173--182.
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