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High Performance Graphics 2014: Lyon, France
- Ingo Wald, Jonathan Ragan-Kelley:
High-Performance Graphics 2014, Lyon, France, 2014. Proceedings. Eurographics Association 2014, ISBN 978-3-905674-60-6
Graphics Systems
- Ethan Kerzner, Marco Salvi:
Streaming G-Buffer Compression for Multi-Sample Anti-Aliasing. 1-7 - Karthik Vaidyanathan, Marco Salvi, Robert Toth, Theresa Foley, Tomas Akenine-Möller, Jim Nilsson, Jacob Munkberg, Jon Hasselgren, Masamichi Sugihara, Petrik Clarberg, Tomasz Janczak, Aaron E. Lefohn:
Coarse Pixel Shading. 9-18 - Marek Vinkler, Vlastimil Havran:
Register Efficient Memory Allocator for GPUs. 19-27
Ray Tracing
- Sean Keely:
Reduced Precision for Hardware Ray Tracing in GPUs. 29-40 - Sven Woop, Carsten Benthin, Ingo Wald, Gregory S. Johnson, Eric Tabellion:
Exploiting Local Orientation Similarity for Efficient Ray Traversal of Hair and Fur. 41-49
Image Processing
- Jean-Philippe Guertin, Morgan McGuire, Derek Nowrouzezahrai:
A Fast and Stable Feature-Aware Motion Blur Filter. 51-60 - Yun-Ta Tsai, Markus Steinberger, Dawid Pajak, Kari Pulli:
Fast ANN for High-Quality Collaborative Filtering. 61-70 - Pavel Krajcevski, Dinesh Manocha:
SegTC: Fast Texture Compression using Image Segmentation. 71-77
Collisions and Proximity
- Duksu Kim, Myung-Bae Son, Young J. Kim, Jeong-Mo Hong, Sung-Eui Yoon:
Out-of-Core Proximity Computation for Particle-based Fluid Simulations. 79-87 - Henry Schäfer, Benjamin Keinert, Matthias Nießner, Christoph Buchenau, Michael Guthe, Marc Stamminger:
Real-Time Deformation of Subdivision Surfaces from Object Collisions. 89-96 - Valentin Fuetterling, Carsten Lojewski, Franz-Josef Pfreundt:
High-Performance Delaunay Triangulation for Many-Core Computers. 97-104
Rendering
- Florian Reichl, Matthäus G. Chajdas, Jens Schneider, Rüdiger Westermann:
Interactive Rendering of Giga-Particle Fluid Simulations. 105-116 - Masamichi Sugihara, Randall Rauwendaal, Marco Salvi:
Layered Reflective Shadow Maps for Voxel-based Indirect Illumination. 117-125 - Egor Yusov:
High-Performance Rendering of Realistic Cumulus Clouds Using Pre-computed Lighting. 127-136
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