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Venues (Conferences, Journals, ...)
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GrowBag graphs for keyword ? (Num. hits/coverage)
Group by:
The graphs summarize 2456 occurrences of 975 keywords
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Results
Found 13393 publication records. Showing 13393 according to the selection in the facets
Hits ?▲ |
Authors |
Title |
Venue |
Year |
Link |
Author keywords |
20 | Art Tevs, Ivo Ihrke, Hans-Peter Seidel |
Maximum mipmaps for fast, accurate, and scalable dynamic height field rendering. |
SI3D |
2008 |
DBLP DOI BibTeX RDF |
height field intersection, simplification/level of detail, surface details, texturing techniques, GPU, graphics hardware, real-time rendering, displacement mapping, spatial data structures |
20 | Thierry Stein, Xavier Décoret |
Dynamic label placement for improved interactive exploration. |
NPAR |
2008 |
DBLP DOI BibTeX RDF |
Apollonius diagram, GPU, SAT, labelling |
20 | Hao-Da Huang, Xin Tong 0001, Wen-Cheng Wang |
Accelerated Parallel Texture Optimization. |
J. Comput. Sci. Technol. |
2007 |
DBLP DOI BibTeX RDF |
parallel, GPU, texture synthesis, flow visualization, energy minimization |
20 | Feng Qiu, Fang Xu, Zhe Fan, Neophytos Neophytou, Arie E. Kaufman, Klaus Mueller 0001 |
Lattice-Based Volumetric Global Illumination. |
IEEE Trans. Vis. Comput. Graph. |
2007 |
DBLP DOI BibTeX RDF |
FCC lattice, GPU, sampling, volume rendering, lattice, Volume visualization, participating media, multiple scattering |
20 | Long Zhang 0001, Wei Chen 0001, David S. Ebert, Qunsheng Peng 0001 |
Conservative voxelization. |
Vis. Comput. |
2007 |
DBLP DOI BibTeX RDF |
Conservative correctness, GPU, Voxelization |
20 | Takashi Imagire, Henry Johan, Naoki Tamura, Tomoyuki Nishita |
Anti-aliased and real-time rendering of scenes with light scattering effects. |
Vis. Comput. |
2007 |
DBLP DOI BibTeX RDF |
Volumetric object, GPU, Real-time rendering, Anti-aliasing |
20 | Xin Huang, Sheng Li 0008, Guoping Wang |
Displacement modeling: Hardware-accelerated interactive feature modeling on subdivision surfaces. |
Vis. Comput. |
2007 |
DBLP DOI BibTeX RDF |
Displacement modeling, View-dependent adaptive subdivision, Fine level features, Interactive design, GPU |
20 | Carsten Dachsbacher, Marc Stamminger, George Drettakis, Frédo Durand |
Implicit visibility and antiradiance for interactive global illumination. |
ACM Trans. Graph. |
2007 |
DBLP DOI BibTeX RDF |
GPU, global illumination, visibility |
20 | Lars Andreas Ek, Rune Vistnes, Odd Erik Gundersen |
Animating physically based explosions in real-time. |
Afrigraph |
2007 |
DBLP DOI BibTeX RDF |
explosions, real-time, animation, GPU, physically based animation, natural phenomena, particle systems, fluid dynamics |
20 | Chih-Chang Chen, Damon Shing-Min Liu |
Use of hardware Z-buffered rasterization to accelerate ray tracing. |
SAC |
2007 |
DBLP DOI BibTeX RDF |
GPU, ray tracing, programmable graphics hardware |
20 | Chao Sun, Feng Xie, Xiaocao Feng, Mingmin Zhang, Zhigeng Pan |
A Training Oriented Driving Simulator. |
ICEC |
2007 |
DBLP DOI BibTeX RDF |
Dynamic Texture Mapping, Computer Graphics, GPU, Real-Time Rendering, Real-Time Simulation, Driving simulation, Shader |
20 | Perumaal Shanmugam, Okan Arikan |
Hardware accelerated ambient occlusion techniques on GPUs. |
SI3D |
2007 |
DBLP DOI BibTeX RDF |
GPU, real-time rendering, soft shadows, ambient occlusion |
20 | Ye Zhao 0004, Feng Qiu, Zhe Fan, Arie E. Kaufman |
Flow simulation with locally-refined LBM. |
SI3D |
2007 |
DBLP DOI BibTeX RDF |
embedded grids, interactive fluid simulation, GPU, local refinement, flow simulation, lattice Boltzmann model |
20 | Wencheng Wang, Feng Wei, Enhua Wu |
View Dependent Sequential Point Trees. |
J. Comput. Sci. Technol. |
2006 |
DBLP DOI BibTeX RDF |
GPU, real time rendering, point-based rendering, visibility culling, view dependence |
20 | Wan-Chiu Li, Bruno Vallet, Nicolas Ray, Bruno Lévy 0001 |
Representing Higher-Order Singularities in Vector Fields on Piecewise Linear Surfaces. |
IEEE Trans. Vis. Comput. Graph. |
2006 |
DBLP DOI BibTeX RDF |
higher-order singularities, GPU, vector field visualization, line integral convolution |
20 | Minghao Yang, Guangzheng Fei, Minyong Shi, Yongsong Zhan |
A Simple, Efficient Method for Real-Time Simulation of Smoke Shadow. |
ICAT |
2006 |
DBLP DOI BibTeX RDF |
Smoke Shadow Simulation, Shadow Texture, Projective Texturing, GPU, Diffusion |
20 | Elmar Eisemann, Xavier Décoret |
Fast scene voxelization and applications. |
SI3D |
2006 |
DBLP DOI BibTeX RDF |
GPU, shadows, voxelization, refraction |
20 | Patrick Lanvin, Jean-Charles Noyer, Mohammed Benjelloun |
An hardware architecture for 3D object tracking and motion estimation. |
ICME |
2005 |
DBLP DOI BibTeX RDF |
real-time use, 3D object tracking, central processing unit, consumer-market computer, distributed algorithm, motion estimation, computer aided design, graphics processing unit, GPU, hardware architecture, CPU, CAD model, monocular image sequence, sequential Monte Carlo method |
20 | Feng Qiu, Ye Zhao 0004, Zhe Fan, Xiaoming Wei, Haik Lorenz, Jianning Wang, Suzanne Yoakum-Stover, Arie E. Kaufman, Klaus Mueller 0001 |
Dispersion Simulation and Visualization For Urban Security. |
IEEE Visualization |
2004 |
DBLP DOI BibTeX RDF |
Visualization, GPU, Lattice Boltzmann Model |
20 | Jiening Wang, Jizhou Sun |
Real-time bump mapped texture shading based-on hardware acceleration. |
VRCAI |
2004 |
DBLP DOI BibTeX RDF |
per-pixel lighting, register combiner, GPU, real-time rendering, OpenGL, bump mapping |
20 | Morgan McGuire, John F. Hughes |
Hardware-determined feature edges. |
NPAR |
2004 |
DBLP DOI BibTeX RDF |
GPU, NPR, contour, silhouette, shadow volume |
20 | Morgan McGuire |
Efficient Triangle and Quadrilateral Clipping Within Shaders. |
J. Graphics, GPU, & Game Tools |
2011 |
DBLP DOI BibTeX RDF |
|
20 | Thouis R. Jones, David R. Karger |
Linear-Time Poisson-Disk Patterns. |
J. Graphics, GPU, & Game Tools |
2011 |
DBLP DOI BibTeX RDF |
|
20 | Manfred Ernst, Sven Woop |
Ray Tracing with Shared-Plane Bounding Volume Hierarchies. |
J. Graphics, GPU, & Game Tools |
2011 |
DBLP DOI BibTeX RDF |
|
20 | Peter Shirley, Austin Robison, R. Keith Morley |
A Simple Algorithm for Managing Color in Global Tone Reproduction. |
J. Graphics, GPU, & Game Tools |
2011 |
DBLP DOI BibTeX RDF |
|
20 | David Eberly |
A Fast and Accurate Algorithm for Computing SLERP. |
J. Graphics, GPU, & Game Tools |
2011 |
DBLP DOI BibTeX RDF |
|
20 | Ola Olsson, Ulf Assarsson |
Tiled Shading. |
J. Graphics, GPU, & Game Tools |
2011 |
DBLP DOI BibTeX RDF |
|
20 | Peter-Pike J. Sloan, Derek Nowrouzezahrai, Hong Yuan |
Wrap Shading. |
J. Graphics, GPU, & Game Tools |
2011 |
DBLP DOI BibTeX RDF |
|
20 | Thomas Schlömer, Oliver Deussen |
Accurate Spectral Analysis of Two-Dimensional Point Sets. |
J. Graphics, GPU, & Game Tools |
2011 |
DBLP DOI BibTeX RDF |
|
20 | Andreas Thomsen, Kasper Høy Nielsen |
Approximate Radiosity Using Stochastic Depth Buffering. |
J. Graphics, GPU, & Game Tools |
2011 |
DBLP DOI BibTeX RDF |
|
20 | Morgan McGuire |
Editorial. |
J. Graphics, GPU, & Game Tools |
2011 |
DBLP DOI BibTeX RDF |
|
20 | Vincent Pegoraro, Philipp Slusallek |
On the Evaluation of the Complex-Valued Exponential Integral. |
J. Graphics, GPU, & Game Tools |
2011 |
DBLP DOI BibTeX RDF |
|
20 | Ignacio Ascencio-Lopez, Oscar Meruvia Pastor, Hugo Hidalgo-Silva |
Adaptive Incremental Stippling using the Poisson-Disk Distribution. |
J. Graphics, GPU, & Game Tools |
2010 |
DBLP DOI BibTeX RDF |
|
20 | Glen Aldridge Sherman |
A Triangle Product for Texture Stretch. |
J. Graphics, GPU, & Game Tools |
2010 |
DBLP DOI BibTeX RDF |
|
20 | Abdalla G. M. Ahmed |
Pixel Patterns from Quantization Artifacts of Forward Affine Mapping. |
J. Graphics, GPU, & Game Tools |
2010 |
DBLP DOI BibTeX RDF |
|
20 | Eric Lengyel |
Transition Cells for Dynamic Multiresolution Marching Cubes. |
J. Graphics, GPU, & Game Tools |
2010 |
DBLP DOI BibTeX RDF |
|
20 | Andrew S. Glassner |
Reconciling Circular and Elliptical Arcs. |
J. Graphics, GPU, & Game Tools |
2010 |
DBLP DOI BibTeX RDF |
|
20 | Jacob Munkberg, Tomas Akenine-Möller |
Backface Culling for Motion Blur and Depth of Field. |
J. Graphics, GPU, & Game Tools |
2010 |
DBLP DOI BibTeX RDF |
|
20 | Kevin Boulanger, Kadi Bouatouch, Sumanta N. Pattanaik |
High-Frequency Shadows for Real-Time Rendering of Trees. |
J. Graphics, GPU, & Game Tools |
2010 |
DBLP DOI BibTeX RDF |
|
20 | Iman Sadeghi, Bin Chen, Henrik Wann Jensen |
Coherent Path Tracing. |
J. Graphics, GPU, & Game Tools |
2009 |
DBLP DOI BibTeX RDF |
|
20 | Jared Heinly, Shawn Recker, Kevin Bensema, Jesse Porch, Christiaan P. Gribble |
Integer Ray Tracing. |
J. Graphics, GPU, & Game Tools |
2009 |
DBLP DOI BibTeX RDF |
|
20 | Vincent Forest, Loïc Barthe, Mathias Paulin |
Real-Time Hierarchical Binary-Scene Voxelization. |
J. Graphics, GPU, & Game Tools |
2009 |
DBLP DOI BibTeX RDF |
|
20 | Hilko Cords, Oliver G. Staadt |
Interactive Screen-Space Surface Rendering of Dynamic Particle Clouds. |
J. Graphics, GPU, & Game Tools |
2009 |
DBLP DOI BibTeX RDF |
|
20 | Morgan McGuire |
An Inexpensive Light Stage Dome. |
J. Graphics, GPU, & Game Tools |
2009 |
DBLP DOI BibTeX RDF |
|
20 | Steven P. Callahan, Cláudio T. Silva |
Accelerating Unstructured Volume Rendering with Joint Bilateral Upsampling. |
J. Graphics, GPU, & Game Tools |
2009 |
DBLP DOI BibTeX RDF |
|
20 | Holger Dammertz, Johannes Hanika |
Plane Sampling for Light Paths from the Environment Map. |
J. Graphics, GPU, & Game Tools |
2009 |
DBLP DOI BibTeX RDF |
|
20 | Michael M. Stark |
Fast and Stable Conformal Mapping Between a Disc and a Square. |
J. Graphics, GPU, & Game Tools |
2009 |
DBLP DOI BibTeX RDF |
|
20 | Johannes Schöning, Jonathan Hook, Nima Motamedi, Patrick Olivier, Florian Echtler, Peter Brandl, Laurence Muller, Florian Daiber, Otmar Hilliges, Markus Löchtefeld, Tim Roth, Dominik Schmidt, Ulrich von Zadow |
Building Interactive Multi-Touch Surfaces. |
J. Graphics, GPU, & Game Tools |
2009 |
DBLP DOI BibTeX RDF |
|
20 | Rafal Mantiuk, Wolfgang Heidrich |
Visualizing High Dynamic Range Images in a Web Browser. |
J. Graphics, GPU, & Game Tools |
2009 |
DBLP DOI BibTeX RDF |
|
20 | Herwin van Welbergen, Job Zwiers, Zsófia Ruttkay |
Real-Time Animation Using a Mix of Physical Simulation and Kinematics. |
J. Graphics, GPU, & Game Tools |
2009 |
DBLP DOI BibTeX RDF |
|
20 | Filip Strugar |
Continuous Distance-Dependent Level of Detail for Rendering Heightmaps. |
J. Graphics, GPU, & Game Tools |
2009 |
DBLP DOI BibTeX RDF |
|
20 | Mickael Pouchol, Alexandre Ahmad, Benoît Crespin, Olivier Terraz |
A Hierarchical Hashing Scheme for Nearest Neighbor Search and Broad-Phase Collision Detection. |
J. Graphics, GPU, & Game Tools |
2009 |
DBLP DOI BibTeX RDF |
|
20 | Jonathan Starck, Joe Kilner, Adrian Hilton 0001 |
A Free-Viewpoint Video Renderer. |
J. Graphics, GPU, & Game Tools |
2009 |
DBLP DOI BibTeX RDF |
|
20 | Takeo Igarashi, Yuki Igarashi |
Implementing As-Rigid-As-Possible Shape Manipulation and Surface Flattening. |
J. Graphics, GPU, & Game Tools |
2009 |
DBLP DOI BibTeX RDF |
|
20 | Michael M. Stark |
Efficient Construction of Perpendicular Vectors without Branching. |
J. Graphics, GPU, & Game Tools |
2009 |
DBLP DOI BibTeX RDF |
|
20 | Dan Piponi |
Two Tricks for the Price of One: Linear Filters and Their Transposes. |
J. Graphics, GPU, & Game Tools |
2009 |
DBLP DOI BibTeX RDF |
|
20 | Ursula H. Augsdörfer, Neil A. Dodgson, Malcolm A. Sabin |
Removing Polar Rendering Artifacts in Subdivision Surfaces. |
J. Graphics, GPU, & Game Tools |
2009 |
DBLP DOI BibTeX RDF |
|
20 | Shaun D. Ramsey, Kristin Potter, Charles D. Hansen |
Ray Bilinear Patch Intersections. |
J. Graphics, GPU, & Game Tools |
2004 |
DBLP DOI BibTeX RDF |
|
20 | Dan Piponi |
Automatic Differentiation, C++ Templates, and Photogrammetry. |
J. Graphics, GPU, & Game Tools |
2004 |
DBLP DOI BibTeX RDF |
|
20 | Greg Brentin, Greg Heflin |
Maya™ Assets: A Shot Content Management System. |
J. Graphics, GPU, & Game Tools |
2004 |
DBLP DOI BibTeX RDF |
|
20 | Niniane Wang |
Realistic and Fast Cloud Rendering. |
J. Graphics, GPU, & Game Tools |
2004 |
DBLP DOI BibTeX RDF |
|
20 | Morgan McGuire |
Observations on Silhouette Sizes. |
J. Graphics, GPU, & Game Tools |
2004 |
DBLP DOI BibTeX RDF |
|
20 | Jeffrey Mahovsky, Brian Wyvill |
Fast Ray-Axis Aligned Bounding Box Overlap Tests with Plucker Coordinates. |
J. Graphics, GPU, & Game Tools |
2004 |
DBLP DOI BibTeX RDF |
|
20 | Ben Andersen, Kevin Noone |
Controlled Texture Pushing and Crossing Seams in UV Space Using Maya and Photorealistic Renderman. |
J. Graphics, GPU, & Game Tools |
2004 |
DBLP DOI BibTeX RDF |
|
20 | Chung-Ming Wang, Nen-Chin Hwang |
A Stratified Sampling Technique for an Ellipse. |
J. Graphics, GPU, & Game Tools |
2004 |
DBLP DOI BibTeX RDF |
|
20 | Alexandru C. Telea |
An Image Inpainting Technique Based on the Fast Marching Method. |
J. Graphics, GPU, & Game Tools |
2004 |
DBLP DOI BibTeX RDF |
|
20 | Richard Chuang, Darwyn Peachey |
Special Issue on Computer Graphics for Motion Picture Production. |
J. Graphics, GPU, & Game Tools |
2004 |
DBLP DOI BibTeX RDF |
|
20 | Aravind Krishnaswamy, Gladimir V. G. Baranoski, Jon G. Rokne |
Improving the Reliability/Cost Ratio of Goniophotometric Comparisons. |
J. Graphics, GPU, & Game Tools |
2004 |
DBLP DOI BibTeX RDF |
|
20 | Ian F. Stewart, André R. Foisy |
Arbitrary-Degree Subdivision with Creases and Attributes. |
J. Graphics, GPU, & Game Tools |
2004 |
DBLP DOI BibTeX RDF |
|
20 | Harald Schmidl, Nolan Walker, Ming C. Lin |
CAB: Fast Update of aBB Trees for Coil ision Detection Between Articulated Bodies. |
J. Graphics, GPU, & Game Tools |
2004 |
DBLP DOI BibTeX RDF |
|
20 | Hector Yee |
Perceptual Metric for Production Testing. |
J. Graphics, GPU, & Game Tools |
2004 |
DBLP DOI BibTeX RDF |
|
20 | Aurélien Barbier, Eric Galin |
Fast Distance Computation Between a Point and Cylinders, Cones, Line-Swept Spheres and Cone-Spheres. |
J. Graphics, GPU, & Game Tools |
2004 |
DBLP DOI BibTeX RDF |
|
20 | Luiz Velho 0001 |
A Dynamic Adaptive Mesh Library Based on Stellar Operators. |
J. Graphics, GPU, & Game Tools |
2004 |
DBLP DOI BibTeX RDF |
|
20 | Philippe Guigue, Olivier Devillers |
Fast and Robust Triangle-Triangle Overlap Test Using Orientation Predicates. |
J. Graphics, GPU, & Game Tools |
2003 |
DBLP DOI BibTeX RDF |
|
20 | Tomas Akenine-Möller |
Editor's Note. |
J. Graphics, GPU, & Game Tools |
2003 |
DBLP DOI BibTeX RDF |
|
20 | Daqing Xue, Roger Crawfis |
Efficient Splatting Using Modern Graphics Hardware. |
J. Graphics, GPU, & Game Tools |
2003 |
DBLP DOI BibTeX RDF |
|
20 | Neeharika Adabala, Nadia Magnenat-Thalmann |
A Procedural Thread Texture Model. |
J. Graphics, GPU, & Game Tools |
2003 |
DBLP DOI BibTeX RDF |
|
20 | Kok-Lim Low, Adrian Ilie |
Computing a View Frustum to Maximize an Object's Image Area. |
J. Graphics, GPU, & Game Tools |
2003 |
DBLP DOI BibTeX RDF |
|
20 | Hao Shen, Pheng-Ann Heng, Zesheng Tang |
A Fast Triangle-Triangle Overlap Test Using Signed Distances. |
J. Graphics, GPU, & Game Tools |
2003 |
DBLP DOI BibTeX RDF |
|
20 | Thomas Lewiner, Hélio Lopes 0001, Antônio Wilson Vieira, Geovan Tavares |
Efficient Implementation of Marching Cubes' Cases with Topological Guarantees. |
J. Graphics, GPU, & Game Tools |
2003 |
DBLP DOI BibTeX RDF |
|
20 | Jianhui Ye |
Region-Based Simplification of Laser Scanned Meshes. |
J. Graphics, GPU, & Game Tools |
2003 |
DBLP DOI BibTeX RDF |
|
20 | Arne Dür, Sylvia Leimgruber |
A Practical List-Priority Algorithm for 3D Polygons. |
J. Graphics, GPU, & Game Tools |
2003 |
DBLP DOI BibTeX RDF |
|
20 | Mauro Steigleder, Michael D. McCool |
Generalized Stratified Sampling Using the Hilbert Curve. |
J. Graphics, GPU, & Game Tools |
2003 |
DBLP DOI BibTeX RDF |
|
20 | Tomas Akenine-Möller, Ulf Assarsson |
On the Degree of Vertices in a Shadow Volume Silhouette. |
J. Graphics, GPU, & Game Tools |
2003 |
DBLP DOI BibTeX RDF |
|
20 | Robert J. MacG. Dawson |
Crooked Wallpaper. |
J. Graphics, GPU, & Game Tools |
2003 |
DBLP DOI BibTeX RDF |
|
20 | Radomír Mech |
Real-Time Image-Based Rendering Using Surface Proxies and Texture Packing. |
J. Graphics, GPU, & Game Tools |
2003 |
DBLP DOI BibTeX RDF |
|
20 | Nikos Platis, Theoharis Theoharis |
Fast Ray-Tetrahedron Intersection Using Plucker Coordinates. |
J. Graphics, GPU, & Game Tools |
2003 |
DBLP DOI BibTeX RDF |
|
20 | Jukka Arvo, Timo Aila |
Optimized Shadow Mapping Using the Stencil Buffer. |
J. Graphics, GPU, & Game Tools |
2003 |
DBLP DOI BibTeX RDF |
|
20 | Greg Ward |
Fast, Robust Image Registration for Compositing High Dynamic Range Photographs from Hand-Held Exposures. |
J. Graphics, GPU, & Game Tools |
2003 |
DBLP DOI BibTeX RDF |
|
20 | Michael Kallay, Jason Lawrence |
Improving the Two-Pass Resampling Algorithm. |
J. Graphics, GPU, & Game Tools |
2003 |
DBLP DOI BibTeX RDF |
|
20 | Charles M. Schmidt, Brian Budge |
Simple Nested Dielectrics in Ray Traced Images. |
J. Graphics, GPU, & Game Tools |
2002 |
DBLP DOI BibTeX RDF |
|
20 | Ruigang Yang, Greg Welch |
Fast Image Segmentation and Smoothing Using Commodity Graphics Hardware. |
J. Graphics, GPU, & Game Tools |
2002 |
DBLP DOI BibTeX RDF |
|
20 | Mauro Steigleder, Michael D. McCool |
Factorization of the Ashikhmin BRDF for Real-Time Rendering. |
J. Graphics, GPU, & Game Tools |
2002 |
DBLP DOI BibTeX RDF |
|
20 | Yigang Wang, Bernd Fröhlich 0001, Martin Göbel |
Fast Normal Map Generation for Simplified Meshes. |
J. Graphics, GPU, & Game Tools |
2002 |
DBLP DOI BibTeX RDF |
|
20 | Daniel Weiskopf, Thomas Ertl |
Real-Time Depth-Cueing beyond Fogging. |
J. Graphics, GPU, & Game Tools |
2002 |
DBLP DOI BibTeX RDF |
|
20 | William B. Thompson, Peter Shirley, James A. Ferwerda |
A Spatial Post-Processing Algorithm for Images of Night Scenes. |
J. Graphics, GPU, & Game Tools |
2002 |
DBLP DOI BibTeX RDF |
|
20 | William Martin, Peter Shirley, Steven G. Parker, William B. Thompson, Erik Reinhard |
Temporally Coherent Interactive Ray Tracing. |
J. Graphics, GPU, & Game Tools |
2002 |
DBLP DOI BibTeX RDF |
|
20 | Michael Kallay |
Computing Tight Bounds for a Bézier Curve. |
J. Graphics, GPU, & Game Tools |
2002 |
DBLP DOI BibTeX RDF |
|
20 | David Vranek |
Fast and Accurate Circle-Circle and Circle-Line 3D Distance Computation. |
J. Graphics, GPU, & Game Tools |
2002 |
DBLP DOI BibTeX RDF |
|
20 | Denis Haumont, Nadine Warzée |
Complete Polygonal Scene Voxelization. |
J. Graphics, GPU, & Game Tools |
2002 |
DBLP DOI BibTeX RDF |
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