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Conferences in DBLP
- Kai Hormann, Marco Tarini
A quadrilateral rendering primitive. [Citation Graph (0, 0)][DBLP] Graphics Hardware, 2004, pp:7-14 [Conf]
- Timo Aila, Tomas Akenine-Möller
A hierarchical shadow volume algorithm. [Citation Graph (0, 0)][DBLP] Graphics Hardware, 2004, pp:15-23 [Conf]
- 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]
- 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]
- 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]
- Li-Yi Wei
Tile-based texture mapping on graphics hardware. [Citation Graph (0, 0)][DBLP] Graphics Hardware, 2004, pp:55-63 [Conf]
- Pradeep Sen
Silhouette maps for improved texture magnification. [Citation Graph (0, 0)][DBLP] Graphics Hardware, 2004, pp:65-73 [Conf]
- 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]
- 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]
- 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]
- 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]
- Peter Kipfer, Mark Segal, Rüdiger Westermann
UberFlow: a GPU-based particle engine. [Citation Graph (0, 0)][DBLP] Graphics Hardware, 2004, pp:115-122 [Conf]
- 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]
- 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]
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