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Visar 31 publikationer
Spherical Gaussian Light‐field Textures for Fast Precomputed Global Illumination
User-guided 3D reconstruction using multi-view stereo
A GPU Register File using Static Data Compression
UV-free Texturing using Sparse Voxel DAGs
Compressing color data for voxelized surface geometry
Compressing color data for voxelized surface geometry
Exploiting coherence in time-varying voxel data
Photon Splatting Using a View-Sample Cluster Hierarchy
Fast, Memory-Efficient Construction of Voxelized Shadows
More Efficient Virtual Shadow Maps for Many Lights
Fast, Memory-Efficient Construction of Voxelized Shadows
Per-Triangle Shadow Volumes Using a View-Sample Cluster Hierarchy
Implementing efficient virtual shadow maps for many lights
Efficient Virtual Shadow Maps for Many Lights
Compact Precomputed Voxelized Shadows
High Resolution Sparse Voxel DAGs
Real-Time Multiple Scattering using Light Propagation Volumes
Real Time Volumetric Shadows using Polygonal Light Volumes
Hair Self Shadowing and Transparency Depth Ordering Using Occupancy maps
Real-Time Approximate Sorting for Self Shadowing and Transparency in Hair Rendering
Fast Parallel GPU-Sorting Using a Hybrid Algorithm
Sample Based Visibility for Soft Shadows using Alias-free Shadow Maps
Fast Parallel GPU-Sorting Using a Hybrid Algorithm
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ACE: Approximativa algoritmer och datorsystem