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Publication search results
found 18 matches
- 2016
- Attila T. Áfra, Carsten Benthin, Ingo Wald, Jacob Munkberg:
Local shading coherence extraction for SIMD-efficient path tracing on CPUs. High Performance Graphics 2016: 119-128 - Nikolaus Binder, Alexander Keller:
Efficient stackless hierarchy traversal on GPUs with backtracking in constant time. High Performance Graphics 2016: 41-50 - Apollo I. Ellis, Warren Hunt, John C. Hart:
SVGPU: real time 3D rendering to vector graphics formats. High Performance Graphics 2016: 13-21 - Jon Hasselgren, Magnus Andersson, Tomas Akenine-Möller:
Masked software occlusion culling. High Performance Graphics 2016: 23-31 - Hendrik Hochstetter, Jens Orthmann, Andreas Kolb:
Adaptive sampling for on-the-fly ray casting of particle-based fluids. High Performance Graphics 2016: 129-138 - Rama Karl Hoetzlein:
GVDB: raytracing sparse voxel database structures on the GPU. High Performance Graphics 2016: 109-117 - Anton S. Kaplanyan, Stephan Hill, Anjul Patney, Aaron E. Lefohn:
Filtering distributions of normals for shading antialiasing. High Performance Graphics 2016: 151-162 - Gabor Liktor, Karthikeyan Vaidyanathan:
Bandwidth-efficient BVH layout for incremental hardware traversal. High Performance Graphics 2016: 51-61 - Michael Mara, Morgan McGuire, Derek Nowrouzezahrai, David P. Luebke:
Deep g-buffers for stable global illumination approximation. High Performance Graphics 2016: 87-98 - Pierre Moreau, Erik Sintorn, Viktor Kämpe, Ulf Assarsson, Michael C. Doggett:
Photon splatting using a view-sample cluster hierarchy. High Performance Graphics 2016: 75-85 - Hauke Rehfeld, Carsten Dachsbacher:
Lightcut interpolation. High Performance Graphics 2016: 99-108 - Alexander Reshetov, David Luebke:
Infinite resolution textures. High Performance Graphics 2016: 139-150 - Daniel Thuerck, Michael Waechter, Sven Widmer, Max von Buelow, Patrick Seemann, Marc E. Pfetsch, Michael Goesele:
A fast, massively parallel solver for large, irregular pairwise Markov random fields. High Performance Graphics 2016: 173-183 - Robert Toth, Jim Nilsson, Tomas Akenine-Möller:
Comparison of projection methods for rendering virtual reality. High Performance Graphics 2016: 163-171 - Karthikeyan Vaidyanathan, Tomas Akenine-Möller, Marco Salvi:
Watertight ray traversal with reduced precision. High Performance Graphics 2016: 33-40 - Kostas Vardis, Andreas-Alexandros Vasilakis, Georgios Papaioannou:
DIRT: deferred image-based ray tracing. High Performance Graphics 2016: 63-73 - Chris Wyman:
Exploring and expanding the continuum of OIT algorithms. High Performance Graphics 2016: 1-11 - David Luebke, Steven Molnar:
Proceedings of High Performance Graphics, HPG 2016, Dublin, Ireland, June 20-22, 2016. Eurographics Association 2016, ISBN 978-3-03868-008-6 [contents]
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retrieved on 2024-12-17 19:38 CET from data curated by the dblp team
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