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.
Randomized Selection on the GPU
Laura Monroe, Joanne Wendelberger, Sarah Michalak
High-Performance Graphics, 2011, pp. 89--98.
(more...)
Result #12 of 22.
VoxelPipe: A Programmable Pipeline for 3D Voxelization
Jacopo Pantaleoni
High-Performance Graphics, 2011, pp. 99--106.
(more...)
Result #13 of 22.
Hierarchical Stochastic Motion Blur Rasterization
Jacob Munkberg, Petrik Clarberg, Jon Hasselgren, Robert Toth, Masamichi Sugihara, Tomas Akenine-Möller
High-Performance Graphics, 2011, pp. 107--118.
(more...)
Result #14 of 22.
Adaptive Transparency
Marco Salvi, Jefferson Montgomery, Aaron Lefohn
High-Performance Graphics, 2011, pp. 119--126.
(more...)
Result #15 of 22.
Depth Buffer Compression for Stochastic Motion Blur Rasterization
Magnus Andersson, Jon Hasselgren, Tomas Akenine-Möller
High-Performance Graphics, 2011, pp. 127--134.
(more...)
Result #16 of 22.
Farthest-Point Optimized Point Sets with Maximized Minimum Distance
Thomas Schlömer, Daniel Heck, Oliver Deussen
High-Performance Graphics, 2011, pp. 135--142.
(more...)
Result #17 of 22.
An Inexpensive Bounding Representation for Offsets of Quadratic Curves
Erik Ruf
High-Performance Graphics, 2011, pp. 143--150.
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Result #18 of 22.
Rapid Simplification of Multi-Attribute Meshes
Andrew Willmott
High-Performance Graphics, 2011, pp. 151--158.
(more...)
Result #19 of 22.
Precision Selection for Energy-Efficient Pixel Shaders
Jeff Pool, Anselmo Lastra, Montek Singh
High-Performance Graphics, 2011, pp. 159--168.
(more...)
Result #20 of 22.
Primitive Processing and Advanced Shading Architecture for Embedded Space
Max Kazakov, Eisaku Ohbuchi
High-Performance Graphics, 2011, pp. 169--176.
(more...)

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