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 16 results.

Result #1 of 16.
TRIANGLECASTER Extensions To 3D Texturing Units For Accelerated Volume Rendering
Gunter Knittel
Graphics Hardware, 1999, pp. 25--34.
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Result #2 of 16.
Unsolved Problems and Opportunities for High-quality, High-performance 3D Graphics on a PC Platform
David B. Kirk
Graphics Hardware, 1998, pp. 11--13.
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Result #3 of 16.
Quadratic Bézier Triangles As Drawing Primitives
J. Bruijns
Graphics Hardware, 1998, pp. 15--23.
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Result #4 of 16.
An Improved Z-Buffer CSG Rendering Algorithm
Nigel Stewart, Geoff Leach, Sabu John
Graphics Hardware, 1998, pp. 25--30.
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Result #5 of 16.
A Breadth-First Approach To Efficient Mesh Traversal
Tulika Mitra, Tzi-cker Chiueh
Graphics Hardware, 1998, pp. 31--37.
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Result #6 of 16.
View-independent Environment Maps
Wolfgang Heidrich, Hans-Peter Seidel
Graphics Hardware, 1998, pp. 39--45.
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Result #7 of 16.
Gouraud Bump Mapping
I. Ernst, H. Rüsseler, H. Schulz, O. Wittig
Graphics Hardware, 1998, pp. 47--53.
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Result #8 of 16.
Texture Tile Visibility Determination For Dynamic Texture Loading
Michael E. Goss, Kei Yuasa
Graphics Hardware, 1998, pp. 55--60.
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Result #9 of 16.
High-Quality Volume Rendering Using Texture Mapping Hardware
Frank Dachille, Kevin Kreeger, Baoquan Chen, Ingmar Bitter, Arie Kaufman
Graphics Hardware, 1998, pp. 69--76.
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Result #10 of 16.
PAVLOV: A Programmable Architecture for Volume Processing
Kevin Kreeger, Arie Kaufman
Graphics Hardware, 1998, pp. 77--86.
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