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Conferences in DBLP

Advances in Computer Graphics Hardware (egh)
2004 (conf/egh/2004)

  1. Kai Hormann, Marco Tarini
    A quadrilateral rendering primitive. [Citation Graph (0, 0)][DBLP]
    Graphics Hardware, 2004, pp:7-14 [Conf]
  2. Timo Aila, Tomas Akenine-Möller
    A hierarchical shadow volume algorithm. [Citation Graph (0, 0)][DBLP]
    Graphics Hardware, 2004, pp:15-23 [Conf]
  3. Ingmar Bitter, Neophytos Neophytou, Klaus Mueller, Arie E. Kaufman
    Squeeze: numerical-precision-optimized volume rendering. [Citation Graph (0, 0)][DBLP]
    Graphics Hardware, 2004, pp:25-34 [Conf]
  4. Andrew Riffel, Aaron E. Lefohn, Kiril Vidimce, Mark Leone, John D. Owens
    Mio: fast multipass partitioning via priority-based instruction scheduling. [Citation Graph (0, 0)][DBLP]
    Graphics Hardware, 2004, pp:35-44 [Conf]
  5. Tim Foley, Mike Houston, Pat Hanrahan
    Efficient partitioning of fragment shaders for multiple-output hardware. [Citation Graph (0, 0)][DBLP]
    Graphics Hardware, 2004, pp:45-53 [Conf]
  6. Li-Yi Wei
    Tile-based texture mapping on graphics hardware. [Citation Graph (0, 0)][DBLP]
    Graphics Hardware, 2004, pp:55-63 [Conf]
  7. Pradeep Sen
    Silhouette maps for improved texture magnification. [Citation Graph (0, 0)][DBLP]
    Graphics Hardware, 2004, pp:65-73 [Conf]
  8. Jason Stewart, Eric P. Bennett, Leonard McMillan
    PixelView: a view-independent graphics rendering architecture. [Citation Graph (0, 0)][DBLP]
    Graphics Hardware, 2004, pp:75-84 [Conf]
  9. Jeremy W. Sheaffer, David P. Luebke, Kevin Skadron
    A flexible simulation framework for graphics architectures. [Citation Graph (0, 0)][DBLP]
    Graphics Hardware, 2004, pp:85-94 [Conf]
  10. Jörg Schmittler, Sven Woop, Daniel Wagner, Wolfgang J. Paul, Philipp Slusallek
    Realtime ray tracing of dynamic scenes on an FPGA chip. [Citation Graph (0, 0)][DBLP]
    Graphics Hardware, 2004, pp:95-106 [Conf]
  11. Ju-Ho Sohn, Ramchan Woo, Hoi-Jun Yoo
    A programmable vertex shader with fixed-point SIMD datapath for low power wireless applications. [Citation Graph (0, 0)][DBLP]
    Graphics Hardware, 2004, pp:107-114 [Conf]
  12. Peter Kipfer, Mark Segal, Rüdiger Westermann
    UberFlow: a GPU-based particle engine. [Citation Graph (0, 0)][DBLP]
    Graphics Hardware, 2004, pp:115-122 [Conf]
  13. Andreas Kolb, Lutz Latta, Christof Rezk-Salama
    Hardware-based simulation and collision detection for large particle systems. [Citation Graph (0, 0)][DBLP]
    Graphics Hardware, 2004, pp:123-131 [Conf]
  14. Kayvon Fatahalian, Jeremy Sugerman, Pat Hanrahan
    Understanding the efficiency of GPU algorithms for matrix-matrix multiplication. [Citation Graph (0, 0)][DBLP]
    Graphics Hardware, 2004, pp:133-137 [Conf]
NOTICE1
System may not be available sometimes or not working properly, since it is still in development with continuous upgrades
NOTICE2
The rankings that are presented on this page should NOT be considered as formal since the citation info is incomplete in DBLP
 
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