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- 2024
-
Mark
Estimates of Temporal Edge Detection Filters in Human Vision
(
- Contribution to journal › Article
- 2023
-
Mark
Random-Access Neural Compression of Material Textures
(
- Contribution to journal › Article
-
Mark
Luminance-Preserving and Temporally Stable Daltonization
2023) EUROGRAPHICS 2023, the 44th Annual Conference of the European Association for Computer Graphics p.45-49(
- Chapter in Book/Report/Conference proceeding › Paper in conference proceeding
- 2021
-
Mark
Visualizing and Communicating Errors in Rendered Images
2021) p.301-320(
- Chapter in Book/Report/Conference proceeding › Book chapter
-
Mark
Visualizing Errors in Rendered High Dynamic Range Images
2021) p.25-28(
- Chapter in Book/Report/Conference proceeding › Paper in conference proceeding
- 2020
-
Mark
FLIP: A Difference Evaluator for Alternating Images
(
- Contribution to journal › Article
-
Mark
Understanding SSIM
2020)(
- Book/Report › Report
- 2019
-
Mark
Ray Tracing Gems : High-Quality and Real-Time Rendering with DXR and other APIs
Haines, Eric and Akenine-Möller, Tomas LU (2019)
- Book/Report › Anthology (editor)
-
Mark
What is a Ray?
2019) p.15-19(
- Chapter in Book/Report/Conference proceeding › Book chapter
-
Mark
Precision Improvements for Ray/Sphere Intersection
2019) p.87-94(
- Chapter in Book/Report/Conference proceeding › Book chapter
-
Mark
Texture Level of Detail Strategies for Real-Time Ray Tracing
2019) p.321-345(
- Chapter in Book/Report/Conference proceeding › Book chapter
-
Mark
Simple Environment Map Filtering Using Ray Cones and Ray Differentials
2019) p.347-351(
- Chapter in Book/Report/Conference proceeding › Book chapter
-
Mark
Temporally Dense Ray Tracing
(
- Chapter in Book/Report/Conference proceeding › Paper in conference proceeding
- 2018
-
Mark
Real-Time Rendering
2018)(
- Book/Report › Book
- 2017
-
Mark
Time-Continuous Quasi-Monte Carlo Ray Tracing
(
- Contribution to journal › Article
-
Mark
Ray Accelerator : Efficient and Flexible Ray Tracing on a Heterogeneous Architecture
(
- Contribution to journal › Article
- 2015
-
Mark
Masked Depth Culling for Graphics Hardware
(
- Chapter in Book/Report/Conference proceeding › Paper in conference proceeding
-
Mark
A performance and energy evaluation of many-light rendering algorithms
(
- Contribution to journal › Article
-
Mark
Filtered Stochastic Shadow Mapping Using a Layered Approach
(
- Contribution to journal › Article
-
Mark
Perception of Highlight Disparity at a Distance in Consumer Head-Mounted Displays
(
- Chapter in Book/Report/Conference proceeding › Paper in conference proceeding
-
Mark
Immersive Linear Algebra
2015)(
- Book/Report › Book
-
Mark
Pixel Merge Unit
2015) Eurographics(
- Contribution to conference › Paper, not in proceeding
-
Mark
Bonsai: Rapid Bounding Volume Hierarchy Generation using Mini Trees
(
- Contribution to journal › Article
- 2014
-
Mark
AMFS: Adaptive Multi-Frequency Shading for Future Graphics Processors
(
- Contribution to journal › Article
-
Mark
Dynamic Ray Stream Traversal
2014) 41th International Conference on Computer Graphics and Interactive Techniques, 2014 33(4). p.9-151(
- Chapter in Book/Report/Conference proceeding › Paper in conference proceeding
-
Mark
Adaptive texture space shading for stochastic rendering
(
- Contribution to journal › Article
-
Mark
Layered Reconstruction for Defocus and Motion Blur
(
- Contribution to journal › Article
-
Mark
Measuring Per-Frame Energy Consumption of Real-Time Graphics Applications
(
- Contribution to journal › Article
-
Mark
Coarse Pixel Shading
2014) High Performance Graphics, 2014(
- Contribution to conference › Paper, not in proceeding
- 2013
-
Mark
A(4): Asynchronous Adaptive Anti-Aliasing using Shared Memory
(
- Contribution to journal › Article
-
Mark
Dynamic Stackless Binary Tree Traversal
(
- Contribution to journal › Article
-
Mark
Stochastic Depth Buffer Compression using Generalized Plane Encoding
(
- Contribution to journal › Article
-
Mark
Theory and Analysis of Higher-Order Motion Blur Rasterization
(
- Chapter in Book/Report/Conference proceeding › Paper in conference proceeding
- 2012
-
Mark
Hyperplane Culling for Stochastic Rasterization
(
- Chapter in Book/Report/Conference proceeding › Paper in conference proceeding
-
Mark
Performance per What?
(
- Contribution to journal › Article
-
Mark
High-Quality Curve Rendering using Line Sampled Visibility
(
- Contribution to journal › Article
-
Mark
Per-Vertex Defocus Blur for Stochastic Rasterization
(
- Contribution to journal › Article
-
Mark
Efficient Depth of Field Rasterization Using a Tile Test Based on Half-Space Culling
(
- Contribution to journal › Article
-
Mark
Design and Novel Uses of Higher-Dimensional Rasterization
(
- Chapter in Book/Report/Conference proceeding › Paper in conference proceeding
-
Mark
Power Efficiency for Software Algorithms running on Graphics Processors
(
- Chapter in Book/Report/Conference proceeding › Paper in conference proceeding
-
Mark
A Compressed Depth Cache
(
- Contribution to journal › Article
- 2011
-
Mark
High-Quality Spatio-Temporal Rendering using Semi-Analytical Visibility
2011) 41th International Conference on Computer Graphics and Interactive Techniques, 2014 30(4). p.1-54(
- Chapter in Book/Report/Conference proceeding › Paper in conference proceeding
-
Mark
Efficient multi-view ray tracing using edge detection and shader reuse
(
- Chapter in Book/Report/Conference proceeding › Paper in conference proceeding
-
Mark
Backface culling for motion blur and depth of field
(
- Contribution to journal › Article
-
Mark
Hierarchical stochastic motion blur rasterization
(
- Chapter in Book/Report/Conference proceeding › Paper in conference proceeding
-
Mark
Depth buffer compression for stochastic motion blur rasterization
(
- Chapter in Book/Report/Conference proceeding › Paper in conference proceeding
- 2010
-
Mark
Ecther Als Die Wirklichkeit?
(
- Contribution to specialist publication or newspaper › Specialist publication article
-
Mark
Efficient Bounding of Displaced Bézier Patches
(
- Chapter in Book/Report/Conference proceeding › Paper in conference proceeding
-
Mark
Error-bounded lossy compression of floating-point color buffers using quadtree decomposition
(
- Contribution to journal › Article
-
Mark
Eurographics 2010 Proceedings
- Book/Report › Conference proceeding (editor)