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 6 results.

Result #1 of 6.
A GPU accelerated algorithm for 3D Delaunay triangulation
Thanh-Tung Cao, Ashwin Nanjappa, Mingcen Gao, Tiow-Seng Tan
Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 2014, pp. 47--54.
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Result #2 of 6.
Flip-flop: convex hull construction via star-shaped polyhedron in 3D
Mingcen Gao, Thanh-Tung Cao, Tiow-Seng Tan, Zhiyong Huang
Symposium on Interactive 3D Graphics and Games, March 2013, pp. 45--54.
(more...)
Result #3 of 6.
Computing 2D constrained Delaunay triangulation using the GPU
Meng Qi, Thanh-Tung Cao, Tiow-Seng Tan
Symposium on Interactive 3D Graphics and Games, March 2012, pp. 39--46.
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Result #4 of 6.
gHull: a three-dimensional convex hull algorithm for graphics hardware
Mingcen Gao, Thanh-Tung Cao, Tiow-Seng Tan, Zhiyong Huang
Symposium on Interactive 3D Graphics and Games, February 2011, pp. 204--204.
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Result #5 of 6.
Parallel Banding Algorithm to compute exact distance transform with the GPU
Thanh-Tung Cao, Ke Tang, Anis Mohamed, Tiow-Seng Tan
Symposium on Interactive 3D Graphics and Games, February 2010, pp. 83--90.
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Result #6 of 6.
Computing two-dimensional Delaunay triangulation using graphics hardware
Guodong Rong, Tiow-Seng Tan, Thanh-Tung Cao, Stephanus
Symposium on Interactive 3D Graphics and Games, February 2008, pp. 89--97.
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