Computer Graphics-lup-obsolete
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- 2008
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Mark
Exploiting visibility correlation in direct illumination
(
- Contribution to journal › Article
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Mark
Practical product importance sampling for direct illumination
(
- Chapter in Book/Report/Conference proceeding › Paper in conference proceeding
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Mark
Efficient product sampling using hierarchical thresholding
(
- Contribution to journal › Article
-
Mark
Non-uniform fractional tessellation
2008) p.41-45(
- Chapter in Book/Report/Conference proceeding › Paper in conference proceeding
-
Mark
High-Level GPU Programming: Domain-Specific Optimization and Inference
2008)(
- Thesis › Doctoral thesis (compilation)
-
Mark
Floating-point buffer compression in a unified codec architecture
(
- Chapter in Book/Report/Conference proceeding › Paper in conference proceeding
- 2007
-
Mark
Deep Coherent Ray Tracing
(
- Chapter in Book/Report/Conference proceeding › Paper in conference proceeding
-
Mark
Textured Shadow Volumes
(
- Contribution to journal › Article
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Mark
Stochastic Rasterization using Time-Continuous Triangles
(
- Chapter in Book/Report/Conference proceeding › Paper in conference proceeding
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Mark
Exact and Error-Bounded Approximate Color Buffer Compression and Decompression
(
- Chapter in Book/Report/Conference proceeding › Paper in conference proceeding