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 67 results.

Result #41 of 67.
Realistic Soft Shadows by Penumbra-Wedges Blending
Vincent Forest, Loïc Barthe, Mathias Paulin
Graphics Hardware, 2006, pp. 39--47.
(more...)
Result #42 of 67.
GPU-Accelerated Deep Shadow Maps for Direct Volume Rendering
Markus Hadwiger, Andrea Kratz, Christian Sigg, Katja Bühler
Graphics Hardware, 2006, pp. 49--52.
(more...)
Result #43 of 67.
Non-interleaved Deferred Shading of Interleaved Sample Patterns
Benjamin Segovia, Jean Claude Iehl, Richard Mitanchey, Bernard Péroche
Graphics Hardware, 2006, pp. 53--60.
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Result #44 of 67.
Quadtree Relief Mapping
Marc F. A. Schroders, Rob van Gulik
Graphics Hardware, 2006, pp. 61--66.
(more...)
Result #45 of 67.
B-KD Trees for Hardware Accelerated Ray Tracing of Dynamic Scenes
Sven Woop, Gerd Marmitt, Philipp Slusallek
Graphics Hardware, 2006, pp. 67--77.
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Result #46 of 67.
Efficient Video Decoding on GPUs by Point Based Rendering
Bo Han, Bingfeng Zhou
Graphics Hardware, 2006, pp. 79--86.
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Result #47 of 67.
Pseudorandom Number Generation on the GPU
Myles Sussman, William Crutchfield, Matthew Papakipos
Graphics Hardware, 2006, pp. 87--94.
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Result #48 of 67.
High Quality Normal Map Compression
Jacob Munkberg, Tomas Akenine-Möller, Jacob Ström
Graphics Hardware, 2006, pp. 95--101.
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Result #49 of 67.
Efficient Depth Buffer Compression
Jon Hasselgren, Tomas Akenine-Möller
Graphics Hardware, 2006, pp. 103--110.
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Result #50 of 67.
Compressed Lossless Texture Representation and Caching
Tetsugo Inada, Michael D. McCool
Graphics Hardware, 2006, pp. 111--120.
(more...)

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