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Chang-Hyo Yu: [Publications] [Author Rank by year] [Co-authors] [Prefers] [Cites] [Cited by]

Publications of Author

  1. Inho Lee, Joung-Youn Kim, Yeon-Ho Im, Yunseok Choi, Hyunchul Shin, Changyoung Han, Donghyun Kim, Hyoungjoon Park, Young-Il Seo, Kyusik Chung, Chang-Hyo Yu, Kanghyup Chun, Lee-Sup Kim
    A hardware-like high-level language based environment for 3D graphics architecture exploration. [Citation Graph (0, 0)][DBLP]
    ISCAS (2), 2003, pp:512-515 [Conf]
  2. Chang-Hyo Yu, Lee-Sup Kim
    A hierarchical depth buffer for minimizing memory bandwidth in 3D rendering engine: Depth Filter. [Citation Graph (0, 0)][DBLP]
    ISCAS (2), 2003, pp:724-727 [Conf]
  3. Chang-Hyo Yu, Donghyun Kim, Lee-Sup Kim
    A 33.2M vertices/sec programmable geometry engine for multimedia embedded systems. [Citation Graph (0, 0)][DBLP]
    ISCAS (5), 2005, pp:4574-4577 [Conf]
  4. Chang-Hyo Yu, Lee-Sup Kim
    An adaptive spatial filter for early depth test. [Citation Graph (0, 0)][DBLP]
    ISCAS (2), 2004, pp:137-140 [Conf]
  5. Jae-Sung Yoon, Chang-Hyo Yu, Donghyun Kim, Lee-Sup Kim
    Triangle-Level Depth Filter Method for Bandwidth Reduction in 3D Graphics Hardware. [Citation Graph (0, 0)][DBLP]
    ISCAS, 2007, pp:765-768 [Conf]
  6. Kyusik Chung, Chang-Hyo Yu, Lee-Sup Kim
    Vertex cache of programmable geometry processor for mobile multimedia application. [Citation Graph (0, 0)][DBLP]
    ISCAS, 2006, pp:- [Conf]
  7. Seunghyun Cho, Chang-Hyo Yu, Lee-Sup Kim
    An efficient texture cache for programmable vertex shaders. [Citation Graph (0, 0)][DBLP]
    ISCAS, 2006, pp:- [Conf]

  8. Shader-based tessellation to save memory bandwidth in a mobile multimedia processor. [Citation Graph (, )][DBLP]

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