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High Performance Graphics 2011: Vancouver, Canada
- Carsten Dachsbacher, William Mark, Jacopo Pantaleoni:

Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Conference on High Performance Graphics 2011, Vancouver, Canada, August 5-7, 2011. ACM 2011, ISBN 978-1-4503-0896-0
Approximate Global Illumination
- Jesper Børlum, Brian Bunch Christensen, Thomas Kim Kjeldsen, Peter Trier Mikkelsen, Karsten Østergaard Noe, Jens Rimestad, Jesper Mosegaard:

SSLPV: Subsurface Light Propagation Volumes. 7-14 - Georgios Papaioannou

:
Real-Time Diffuse Global Illumination Using Radiance Hints. 15-24 - Morgan McGuire, Brian Osman, Michael Bukowski, Padraic Hennessy:

The Alchemy Screen-Space Ambient Obscurance Algorithm. 25-32
Parallel Ray Tracing
- Chris Wyman

:
Voxelized Shadow Volumes. 33-40 - Dietger van Antwerpen:

Improving SIMD Efficiency for Parallel Monte Carlo Light Transport on the GPU. 41-50 - Ingo Wald:

Active Thread Compaction for GPU Path Tracing. 51-58
Acceleration Structures
- Kirill Garanzha, Jacopo Pantaleoni, David K. McAllister:

Simpler and Faster HLBVH with Work Queues. 59-64 - Leonhard Gruenschloß, Martin Stich, Sehera Nawaz, Alexander Keller:

MSBVH: An Efficient Acceleration Data Structure for Ray Traced Motion Blur. 65-70 - Zhefeng Wu, Fukai Zhao, Xinguo Liu:

SAH KD-Tree Construction on GPU. 71-78
GPU Computing & Computational Graphics
- Samuli Laine, Tero Karras:

High-Performance Software Rasterization on GPUs. 79-88 - Laura Monroe, Joanne Wendelberger

, Sarah Michalak:
Randomized Selection on the GPU. 89-98 - Jacopo Pantaleoni:

VoxelPipe: A Programmable Pipeline for 3D Voxelization. 99-106
Rethinking Rasterization
- Jacob Munkberg, Petrik Clarberg, Jon Hasselgren, Robert Toth, Masamichi Sugihara, Tomas Akenine-Möller:

Hierarchical Stochastic Motion Blur Rasterization. 107-118 - Marco Salvi, Jefferson Montgomery, Aaron E. Lefohn:

Adaptive Transparency. 119-126 - Magnus Andersson, Jon Hasselgren, Tomas Akenine-Möller:

Depth Buffer Compression for Stochastic Motion Blur Rasterization. 127-134
Geometric Computations
- Thomas Schlömer, Daniel Heck, Oliver Deussen:

Farthest-Point Optimized Point Sets with Maximized Minimum Distance. 135-142 - Erik Ruf:

An Inexpensive Bounding Representation for Offsets of Quadratic Curves. 143-150 - Andrew Willmott

:
Rapid Simplifi cation of Multi-Attribute Meshes. 151-158
Hardware & Textures
- Jeff Pool, Anselmo Lastra, Montek Singh:

Precision Selection for Energy-Effi cient Pixel Shaders. 159-168 - Max Kazakov, Eisaku Ohbuchi:

Primitive Processing and Advanced Shading Architecture for Embedded Space. 169-176 - Jacob Ström, Per Wennersten:

Lossless Compression of Already Compressed Textures. 177-182

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