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Publication search results
found 342 matches
- 2019
- Pontus Andersson, Jim Nilsson, Marco Salvi, Josef B. Spjut, Tomas Akenine-Möller:
Temporally Dense Ray Tracing. High Performance Graphics (Short Papers) 2019: 33-38 - Andreas Dietrich, Jan Wurster, Eric Kam, Thomas Gierlinger:
Real-Time Ray Tracing on Head-Mounted-Displays for Advanced Visualization of Sheet Metal Stamping Defects. High Performance Graphics (Short Papers) 2019: 51-55 - Ian Mallett, Larry Seiler, Cem Yuksel:
Patch Textures: Hardware Implementation of Mesh Colors. High Performance Graphics (Short Papers) 2019: 39-44 - Pierre Moreau, Matt Pharr, Petrik Clarberg:
Dynamic Many-Light Sampling for Real-Time Ray Tracing. High Performance Graphics (Short Papers) 2019: 21-26 - Baran Usta, Leonardo Scandolo, Markus Billeter, Ricardo Marroquim, Elmar Eisemann:
A Practical and Efficient Approach for Correct Z-Pass Stencil Shadow Volumes. High Performance Graphics (Short Papers) 2019: 45-49 - Karthik Vaidyanathan, Sven Woop, Carsten Benthin:
Wide BVH Traversal with a Short Stack. High Performance Graphics (Short Papers) 2019: 15-19 - Elena Vasiou, Konstantin Shkurko, Erik Brunvand, Cem Yuksel:
Mach-RT: A Many Chip Architecture for Ray Tracing. High Performance Graphics (Short Papers) 2019: 1-6 - Ingo Wald, Will Usher, Nathan Morrical, Laura Lediaev, Valerio Pascucci:
RTX Beyond Ray Tracing: Exploring the Use of Hardware Ray Tracing Cores for Tet-Mesh Point Location. High Performance Graphics (Short Papers) 2019: 7-13 - Cem Yuksel:
Stochastic Lightcuts. High Performance Graphics (Short Papers) 2019: 27-32 - Markus Steinberger, Theresa Foley:
High-Performance Graphics 2019 - Short Papers, Strasbourg, France, July 8-10, 2019. Eurographics Association 2019, ISBN 978-3-03868-092-5 [contents] - 2008
- Avi Bleiweiss:
GPU Accelerated Pathfinding. Graphics Hardware 2008: 65-74 - Nathan A. Carr, Radomír Mech, Gavin S. P. Miller:
Coherent Layer Peeling for Transparent High-Depth-Complexity Scenes. Graphics Hardware 2008: 33-40 - Daniel Cederman, Philippas Tsigas:
On Dynamic Load Balancing on Graphics Processors. Graphics Hardware 2008: 57-64 - Simon Heinzle, Gaël Guennebaud, Mario Botsch, Markus H. Gross:
A Hardware Processing Unit for Point Sets. Graphics Hardware 2008: 21-31 - Gary J. Katz, Joseph T. Kider Jr.:
All-Pairs Shortest-Paths for Large Graphs on the GPU. Graphics Hardware 2008: 47-55 - Sami Kyöstilä, Kari J. Kangas, Kari Pulli:
Tracy: A Debugger and System Analyzer for Cross-Platform Graphics Development. Graphics Hardware 2008: 1-11 - Jacob Munkberg, Jon Hasselgren, Tomas Akenine-Möller:
Non-Uniform Fractional Tessellation. Graphics Hardware 2008: 41-45 - Ahmad Sharif, Hsien-Hsin S. Lee:
Total Recall: A Debugging Framework for GPUs. Graphics Hardware 2008: 13-20 - Pitchaya Sitthi-amorn, Jason Lawrence, Lei Yang, Pedro V. Sander, Diego Nehab:
An Improved Shading Cache for Modern GPUs. Graphics Hardware 2008: 95-101 - Jacob Ström, Per Wennersten, Jim Rasmusson, Jon Hasselgren, Jacob Munkberg, Petrik Clarberg, Tomas Akenine-Möller:
Floating-Point Buffer Compression in a Unified Codec Architecture. Graphics Hardware 2008: 75-84 - Wen Sun, Yan Lu, Feng Wu, Shipeng Li:
DHTC: An Effective DXTC-based HDR Texture Compression Scheme. Graphics Hardware 2008: 85-94 - David P. Luebke, John D. Owens:
Proceedings of the EUROGRAPHICS/ACM SIGGRAPH Conference on Graphics Hardware 2008, Sarajevo, Bosnia and Herzegovina, 2008. Eurographics Association 2008, ISBN 978-3-905674-09-5 [contents] - 2007
- Tomas Akenine-Möller, Jacob Munkberg, Jon Hasselgren:
Stochastic rasterization using time-continuous triangles. Graphics Hardware 2007: 7-16 - Carlos D. Correa, Deborah Silver:
Programmable shaders for deformation rendering. Graphics Hardware 2007: 89-96 - Firas Hassan, Joan Carletta:
A real-time FPGA-based architecture for a Reinhard-like tone mapping operator. Graphics Hardware 2007: 65-71 - Brandon Lloyd, Naga K. Govindaraju, Steven E. Molnar, Dinesh Manocha:
Practical logarithmic rasterization for low-error shadow maps. Graphics Hardware 2007: 17-24 - Jacob Munkberg, Ola Olsson, Jacob Ström, Tomas Akenine-Möller:
Tight frame normal map compression. Graphics Hardware 2007: 37-40 - Byeong-Gyu Nam, Jeabin Lee, Kwanho Kim, Seungjin Lee, Hoi-Jun Yoo:
A low-power handheld GPU using logarithmic arithmetic and triple DVFS power domains. Graphics Hardware 2007: 73-80 - Diego F. Nehab, Pedro V. Sander, Jason Lawrence, Natalya Tatarchuk, John Isidoro:
Accelerating real-time shading with reverse reprojection caching. Graphics Hardware 2007: 25-35 - Jim Rasmusson, Jon Hasselgren, Tomas Akenine-Möller:
Exact and error-bounded approximate color buffer compression and decompression. Graphics Hardware 2007: 41-48
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