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- 2024
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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 Errors in Rendered High Dynamic Range Images
2021) p.25-28(
- Chapter in Book/Report/Conference proceeding › Paper in conference proceeding
-
Mark
Visualizing and Communicating Errors in Rendered Images
2021) p.301-320(
- Chapter in Book/Report/Conference proceeding › Book chapter
- 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
Immersive Linear Algebra
2015)(
- Book/Report › Book
-
Mark
Perception of Highlight Disparity at a Distance in Consumer Head-Mounted Displays
(
- Chapter in Book/Report/Conference proceeding › Paper in conference proceeding
-
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
Adaptive texture space shading for stochastic rendering
(
- 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
AMFS: Adaptive Multi-Frequency Shading for Future Graphics Processors
(
- 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
Performance per What?
(
- Contribution to journal › Article
-
Mark
Hyperplane Culling for Stochastic Rasterization
(
- Chapter in Book/Report/Conference proceeding › Paper in conference proceeding
-
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
Power Efficiency for Software Algorithms running on Graphics Processors
(
- Chapter in Book/Report/Conference proceeding › Paper in conference proceeding
-
Mark
Design and Novel Uses of Higher-Dimensional Rasterization
(
- 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
Efficient Bounding of Displaced Bézier Patches
(
- Chapter in Book/Report/Conference proceeding › Paper in conference proceeding
-
Mark
Ecther Als Die Wirklichkeit?
(
- Contribution to specialist publication or newspaper › Specialist publication article
-
Mark
Eurographics 2010 Proceedings
- Book/Report › Conference proceeding (editor)
-
Mark
Error-bounded lossy compression of floating-point color buffers using quadtree decomposition
(
- Contribution to journal › Article
-
Mark
An Optimizing Compiler for Automatic Shader Bounding
(
- Contribution to journal › Article
-
Mark
Analytical Motion Blur Rasterization with Compression
(
- Chapter in Book/Report/Conference proceeding › Paper in conference proceeding
-
Mark
Texture compression of light maps using smooth profile functions
(
- Chapter in Book/Report/Conference proceeding › Paper in conference proceeding
-
Mark
The race for real-time photorealism
(
- Contribution to specialist publication or newspaper › Specialist publication article
- 2009
-
Mark
Automatic pre-tessellation culling
(
- Contribution to journal › Article
-
Mark
Bounding Volume Hierarchies of Slab Cut Balls
(
- Contribution to journal › Article
- 2008
-
Mark
Practical HDR texture compression
(
- Contribution to journal › Article
-
Mark
Practical product importance sampling for direct illumination
(
- Chapter in Book/Report/Conference proceeding › Paper in conference proceeding
-
Mark
Exploiting visibility correlation in direct illumination
(
- Contribution to journal › Article
-
Mark
Graphics processing units for handhelds
(
- Contribution to journal › Article
-
Mark
The state of the art in mobile graphics research
(
- Contribution to journal › Article
-
Mark
Non-uniform fractional tessellation
2008) p.41-45(
- Chapter in Book/Report/Conference proceeding › Paper in conference proceeding
-
Mark
Floating-point buffer compression in a unified codec architecture
(
- Chapter in Book/Report/Conference proceeding › Paper in conference proceeding
- 2007
-
Mark
On faster sphere-box overlap testing
(
- Contribution to journal › Article
-
Mark
PCU: The programmable culling unit
(
- Contribution to journal › Article
-
Mark
Stochastic Rasterization using Time-Continuous Triangles
(
- Chapter in Book/Report/Conference proceeding › Paper in conference proceeding
-
Mark
Exact and Error-Bounded Approximate Color Buffer Compression and Decompression
(
- Chapter in Book/Report/Conference proceeding › Paper in conference proceeding
-
Mark
Deep Coherent Ray Tracing
(
- Chapter in Book/Report/Conference proceeding › Paper in conference proceeding
-
Mark
Textured Shadow Volumes
(
- Contribution to journal › Article
-
Mark
Tight Frame Normal Map Compression
(
- Chapter in Book/Report/Conference proceeding › Paper in conference proceeding
- 2006
-
Mark
High dynamic range texture compression for graphics hardware
2006) 33th International Conference on Computer Graphics and Interactive Techniques, 2006 25(3). p.698-706(
- Chapter in Book/Report/Conference proceeding › Paper in conference proceeding
-
Mark
Efficient Depth Buffer Compression
(
- Chapter in Book/Report/Conference proceeding › Paper in conference proceeding
-
Mark
A dynamic bounding volume hierarchy for generalized collision detection
(
- Contribution to journal › Article
-
Mark
High-Quality Normal Map Compression
(
- Chapter in Book/Report/Conference proceeding › Paper in conference proceeding
-
Mark
Compressing Dynamically Generated Textures on the GPU
2006) 33th International Conference on Computer Graphics and Interactive Techniques, 2006(
- Chapter in Book/Report/Conference proceeding › Paper in conference proceeding
-
Mark
Rendering Techniques 2006
(2006)
- Book/Report › Conference proceeding (editor)
-
Mark
An Efficient Multi-View Rasterization Architecture
(
- Contribution to conference › Paper, not in proceeding
- 2005
-
Mark
Conservative and tiled rasterization using a modified triangle setup
(
- Contribution to journal › Article
-
Mark
A family of inexpensive sampling schemes
(
- Contribution to journal › Article
-
Mark
Wavelet Importance Sampling: Efficiently Evaluating Products of Complex Functions
2005) 32th International Conference on Computer Graphics and Interactive Techniques, 2005 24(3). p.1166-1175(
- Chapter in Book/Report/Conference proceeding › Paper in conference proceeding
-
Mark
Precomputed local radiance transfer for real-time lighting design
(
- Contribution to journal › Article
-
Mark
Soft shadow volumes for ray tracing
(
- Contribution to journal › Article
-
Mark
Conservative Rasterization
2005) p.677-690(
- Chapter in Book/Report/Conference proceeding › Book chapter
-
Mark
An Evaluation Framework for Ray-Triangle Intersection Algorithms
(
- Contribution to journal › Article
-
Mark
Interactive Rendering of Caustics using Interpolated Warped Volumes
(
- Contribution to conference › Paper, not in proceeding
-
Mark
A Dynamic Bounding Volume Hierarchy for Generalized Collision Detection
2005) Proceedings of the 2nd Workshop on Virtual Reality Interactions and Physical Simulations p.91-100(
- Chapter in Book/Report/Conference proceeding › Paper in conference proceeding
-
Mark
iPACKMAN: High-Quality, Low-Complexity Texture Compression for Mobile Phones
(
- Chapter in Book/Report/Conference proceeding › Paper in conference proceeding
- 2004
-
Mark
Graphics Hardware 2004 Proceedings
(2004)
- Book/Report › Conference proceeding (editor)
-
Mark
Occlusion Culling and Z-fail for Soft Shadow Volume Algorithms
(
- Contribution to journal › Article
-
Mark
Real-Time Shadowing Techniques
2004) 31st International Conference on Computer Graphics and Interactive Techniques, 2004(
- Chapter in Book/Report/Conference proceeding › Paper in conference proceeding
-
Mark
A Hierarchical Shadow Volume Algorithm
2004) p.15-23(
- Chapter in Book/Report/Conference proceeding › Paper in conference proceeding
-
Mark
PACKMAN: Texture Compression for Mobile Phones
(
- Chapter in Book/Report/Conference proceeding › Paper in conference proceeding
- 2003
-
Mark
On the degree of vertices in a shadow volume silhouette
(
- Contribution to journal › Article
-
Mark
Efficient Collision Detection for Models Deformed by Morphing
(
- Contribution to journal › Article
-
Mark
A geometry-based soft shadow volume algorithm using graphics hardware
2003) 30th International Conference on Computer Graphics and Interactive Techniques, 2003 22(3). p.511-520(
- Chapter in Book/Report/Conference proceeding › Paper in conference proceeding
-
Mark
Graphics for the masses: a hardware rasterization architecture for mobile phones
(
- Contribution to journal › Article
- 2002
-
Mark
Real-Time Rendering
2002)(
- Book/Report › Book
-
Mark
Approximate soft shadows on arbitrary surfaces using Penumbra wedges
(
- Chapter in Book/Report/Conference proceeding › Paper in conference proceeding
- 2001
-
Mark
Occlusion Horizons for Driving Through Urban Scenery
(
- Chapter in Book/Report/Conference proceeding › Paper in conference proceeding
-
Mark
Collision Detection for Continuously Deforming Bodies
(
- Contribution to conference › Paper, not in proceeding
-
Mark
Towards Rapid Reconstruction for Animated Ray Tracing
(
- Contribution to conference › Paper, not in proceeding