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 BlendingVincent Forest, Loïc Barthe, Mathias PaulinGraphics Hardware, 2006, pp. 39--47.
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Result #42 of 67.
GPU-Accelerated Deep Shadow Maps for Direct Volume RenderingMarkus Hadwiger, Andrea Kratz, Christian Sigg, Katja BühlerGraphics Hardware, 2006, pp. 49--52.
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Result #43 of 67.
Non-interleaved Deferred Shading of Interleaved Sample PatternsBenjamin Segovia, Jean Claude Iehl, Richard Mitanchey, Bernard PérocheGraphics Hardware, 2006, pp. 53--60.
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Result #44 of 67.
Quadtree Relief MappingMarc F. A. Schroders, Rob van GulikGraphics Hardware, 2006, pp. 61--66.
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Result #45 of 67.
B-KD Trees for Hardware Accelerated Ray Tracing of Dynamic ScenesSven Woop, Gerd Marmitt, Philipp SlusallekGraphics Hardware, 2006, pp. 67--77.
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Result #46 of 67.
Efficient Video Decoding on GPUs by Point Based RenderingBo Han, Bingfeng ZhouGraphics Hardware, 2006, pp. 79--86.
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Result #47 of 67.
Pseudorandom Number Generation on the GPUMyles Sussman, William Crutchfield, Matthew PapakiposGraphics Hardware, 2006, pp. 87--94.
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Result #48 of 67.
High Quality Normal Map CompressionJacob Munkberg, Tomas Akenine-Möller, Jacob StrömGraphics Hardware, 2006, pp. 95--101.
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Result #49 of 67.
Efficient Depth Buffer CompressionJon Hasselgren, Tomas Akenine-MöllerGraphics Hardware, 2006, pp. 103--110.
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Result #50 of 67.
Compressed Lossless Texture Representation and CachingTetsugo Inada, Michael D. McCoolGraphics Hardware, 2006, pp. 111--120.
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