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 43 results.
Result #31 of 43.
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 #32 of 43.
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 #33 of 43.
Analytical Motion Blur Rasterization with CompressionCarl Johan Gribel, Michael Doggett, Tomas Akenine-MöllerHigh-Performance Graphics, 2010, pp. 163--172.
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Result #34 of 43.
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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Result #35 of 43.
Efficient sparse voxel octreesSamuli Laine, Tero KarrasSymposium on Interactive 3D Graphics and Games, February 2010, pp. 55--63.
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Result #36 of 43.
Understanding the Efficiency of Ray Traversal on GPUsTimo Aila, Samuli LaineHigh-Performance Graphics, 2009, pp. 145--150.
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Result #37 of 43.
Incremental Instant Radiosity for Real-Time Indirect IlluminationSamuli Laine, Hannu Saransaari, Janne Kontkanen, Jaakko Lehtinen, Timo AilaEurographics Symposium on Rendering Techniques, 2007, pp. 277--286.
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Result #38 of 43.
Sampling Precomputed Volumetric LightingJanne Kontkanen, Samuli LaineIn
Journal of Graphics Tools, 11(3), 2006.
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Result #39 of 43.
Split-Plane Shadow VolumesSamuli LaineGraphics Hardware, 2005, pp. 23--33.
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Result #40 of 43.
A general algorithm for output-sensitive visibility preprocessingSamuli LaineSymposium on Interactive 3D Graphics and Games, April 2005, pp. 31--40.
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