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.
Precise vector textures for real-time 3D rendering
Zheng Qin, Michael D. McCool, Craig Kaplan
Symposium on Interactive 3D Graphics and Games, February 2008, pp. 199--206.
(more...)
Result #2 of 16.
Compressed Lossless Texture Representation and Caching
Tetsugo Inada, Michael D. McCool
Graphics Hardware, 2006, pp. 111--120.
(more...)
Result #3 of 16.
Real-time texture-mapped vector glyphs
Zheng Qin, Michael D. McCool, Craig S. Kaplan
Symposium on Interactive 3D Graphics and Games, March 2006, pp. 125--132.
(more...)
Result #4 of 16.
Low Latency Photon Mapping Using Block Hashing
Vincent C. H. Ma, Michael D. McCool
Graphics Hardware, 2002, pp. 89--98.
(more...)
Result #5 of 16.
Efficient Bounded Adaptive Tessellation of Displacement Maps
Kevin Moule, Michael D. McCool
Graphics Interface 2002, May 2002, pp. 171--180.
(more...)
Result #6 of 16.
Incremental and Hierarchical Hilbert Order Edge Equation Polygon Rasterization
Michael D. McCool, Cluis Wales, Kevin Moule
Graphics Hardware, 2001, pp. 65--72.
(more...)
Result #7 of 16.
Homomorphic Factorization of BRDFs for High-Performance Rendering
Michael D. McCool, Jason Ang, Anis Ahmad
Proceedings of SIGGRAPH 2001, August 2001, pp. 171--178.
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Result #8 of 16.
Approximation of Glossy Reflection with Prefiltered Environment Maps
Jan Kautz, Michael D. McCool
Graphics Interface, 2000, pp. 119--126.
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Result #9 of 16.
Shadow volume reconstruction from depth maps
Michael D. McCool
In ACM Transactions on Graphics, 19(1), January 2000.
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Result #10 of 16.
Interactive Rendering with Arbitrary BRDFs using Separable Approximations
Jan Kautz, Michael D. McCool
Eurographics Rendering Workshop, June 1999, pp. 247--260.
(more...)

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