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  1.  

    Scan Primitives for GPU Computing

    Sengupta, Shubhabrata / Harris, Mark / Zhang, Yao et al. | Eurographics | 2007
  2.  

    A Hardware Redundancy and Recovery Mechanism for Reliable Scientific Computation on Graphics Processors

    Sheaffer, Jeremy W. / Luebke, David P. / Skadron, Kevin | Eurographics | 2007
  3.  

    Stochastic Rasterization using Time-Continuous Triangles

    Akenine-Möller, Tomas / Munkberg, Jacob / Hasselgren, Jon | Eurographics | 2007
  4.  

    A Low-Power Handheld GPU using Logarithmic Arithmetic and Triple DVFS Power Domains

    Nam, Byeong-Gyu / Lee, Jeabin / Kim, Kwanho et al. | Eurographics | 2007
  5.  

    Accelerating Real-Time Shading with Reverse Reprojection Caching

    Nehab, Diego / Sander, Pedro V. / Lawrence, Jason et al. | Eurographics | 2007
  6.  

    A Hardware-Aware Debugger for the OpenGL Shading Language

    Strengert, Magnus / Klein, Thomas / Ertl, Thomas | Eurographics | 2007
  7.  

    ETC2: Texture Compression using Invalid Combinations

    Stroem, Jacob / Pettersson, Martin | Eurographics | 2007
  8.  

    Exact and Error-bounded Approximate Color Buffer Compression and Decompression

    Rasmusson, Jim / Hasselgren, Jon / Akenine-Moeller, Tomas | Eurographics | 2007
  9.  

    iPACKMAN: High-Quality, Low-Complexity Texture Compression for Mobile Phones

    Ström, Jacob / Akenine-Möller, Tomas | Eurographics | 2005
  10.  

    Programmable Shaders for Deformation Rendering

    Correa, Carlos D. / Silver, Deborah | Eurographics | 2007
  11.  

    Tight Frame Normal Map Compression

    Munkberg, Jacob / Olsson, Ola / Stroem, Jacob et al. | Eurographics | 2007
  12.  

    Practical logarithmic rasterization for low-error shadow maps

    Lloyd, D. Brandon / Govindaraju, Naga K. / Molnar, Steven E. et al. | Eurographics | 2007
  13.  

    Hardware-Compatible Vertex Compression Using Quantization and Simplification

    Purnomo, Budirijanto / Bilodeau, Jonathan / Cohen, Jonathan D. et al. | Eurographics | 2005
  14.  

    A Hardware Architecture for Multi-Resolution Volume Rendering

    G.Wetekam / Staneker, D. / Kanus, U. et al. | Eurographics | 2005
  15.  

    KD-Tree Acceleration Structures for a GPU Raytracer

    Foley, Tim / Sugerman, Jeremy | Eurographics | 2005
  16.  

    Hexagonal Storage Scheme for Interleaved Frame Buffers and Textures

    Bando, Yosuke / Saito, Takahiro / Fujita, Masahiro | Eurographics | 2005
  17.  

    GPU-Accelerated High-Quality Hidden Surface Removal

    Wexler, Daniel / Gritz, Larry / Enderton, Eric et al. | Eurographics | 2005

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