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 22 results.

Result #1 of 22.
SSLPV: Subsurface Light Propagation Volumes
Jesper Børlum, Brian Bunch Christensen, Thomas Kim Kjeldsen, Peter Trier Mikkelsen, Karsten Østergaard Noe, Jens Rimestad, Jesper Mosegaard
High-Performance Graphics, 2011, pp. 7--14.
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Result #2 of 22.
Real-Time Diffuse Global Illumination Using Radiance Hints
Georgios Papaioannou
High-Performance Graphics, 2011, pp. 15--24.
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Result #3 of 22.
The Alchemy Screen-Space Ambient Obscurance Algorithm
Morgan McGuire, Brian Osman, Michael Bukowski, Padraic Hennessy
High-Performance Graphics, 2011, pp. 25--32.
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Result #4 of 22.
Voxelized Shadow Volumes
Chris Wyman
High-Performance Graphics, 2011, pp. 33--40.
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Result #5 of 22.
Improving SIMD Efficiency for Parallel Monte Carlo Light Transport on the GPU
Dietger van Antwerpen
High-Performance Graphics, 2011, pp. 41--50.
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Result #6 of 22.
Active Thread Compaction for GPU Path Tracing
Ingo Wald
High-Performance Graphics, 2011, pp. 51--58.
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Result #7 of 22.
Simpler and Faster HLBVH with Work Queues
Kirill Garanzha, Jacopo Pantaleoni, David McAllister
High-Performance Graphics, 2011, pp. 59--64.
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Result #8 of 22.
MSBVH: An Efficient Acceleration Data Structure for Ray Traced Motion Blur
Leonhard Gruenschloß, Martin Stich, Sehera Nawaz, Alexander Keller
High-Performance Graphics, 2011, pp. 65--70.
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Result #9 of 22.
SAH KD-Tree Construction on GPU
Zhefeng Wu, Fukai Zhao, Xinguo Liu
High-Performance Graphics, 2011, pp. 71--78.
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Result #10 of 22.

Samuli Laine, Tero Karras
High-Performance Software Rasterization on GPUs, 2011, pp. 79--88.
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