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 91 results.

Result #41 of 91.
Clustered Deferred and Forward Shading
Ola Olsson, Markus Billeter, Ulf Assarsson
High-Performance Graphics, 2012, pp. 87--96.
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Result #42 of 91.
Scalable Ambient Obscurance
Morgan McGuire, Michael Mara, David Luebke
High-Performance Graphics, 2012, pp. 97--103.
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Result #43 of 91.
Adaptive Scalable Texture Compression
Jorn Nystad, Anders Lassen, Andy Pomianowski, Sean Ellis, Tom Olson
High-Performance Graphics, 2012, pp. 105--114.
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Result #44 of 91.
Parallel Patch-based Texture Synthesis
Anass Lasram, Sylvain Lefebvre
High-Performance Graphics, 2012, pp. 115--124.
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Result #45 of 91.
Representing Appearance and Pre-filtering Subpixel Data in Sparse Voxel Octrees
Eric Heitz, Fabrice Neyret
High-Performance Graphics, 2012, pp. 125--134.
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Result #46 of 91.
Decoupled deferred shading for hardware rasterization
Gábor Liktor, Carsten Dachsbacher
Symposium on Interactive 3D Graphics and Games, March 2012, pp. 143--150.
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Result #47 of 91.
Virtual ray lights for rendering scenes with participating media
Jan Novák, Derek Nowrouzezahrai, Carsten Dachsbacher, Wojciech Jarosz
In ACM Transactions on Graphics, 31(4), July 2012.
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Result #48 of 91.
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.
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Result #49 of 91.
Real-Time Diffuse Global Illumination Using Radiance Hints
Georgios Papaioannou
High-Performance Graphics, 2011, pp. 15--24.
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Result #50 of 91.
The Alchemy Screen-Space Ambient Obscurance Algorithm
Morgan McGuire, Brian Osman, Michael Bukowski, Padraic Hennessy
High-Performance Graphics, 2011, pp. 25--32.
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