This page tracks the new paper links made to my list of HPG 2012 papers.
Page maintained by Ke-Sen Huang.
If you have additions or changes, send an e-mail.
September 27, 2012
- Adaptive Scalable Texture Compression
September 16, 2012
- kANN on the GPU with Shifted Sorting
August 2, 2012
- High-Quality Parallel Depth-of-Field Using Line Samples
July 31, 2012
- Algorithm and VLSI Architecture for Real-Time 1080p60 Video Retargeting
July 11, 2012
- Parallel Patch-based Texture Synthesis
July 9, 2012
- Design and Novel Uses of Higher-Dimensional Rasterization
- Adaptive Image Space Shading for Motion and Defocus Blur
- High-Quality Parallel Depth-of-Field Using Line Samples
- Maximizing Parallelism in the Construction of BVHs, Octrees and k-d Trees
- kANN on the GPU with Shifted Sorting
- SRDH: Specializing BVH Construction and Traversal Order Using Representative Shadow Ray Sets
- Algorithm and VLSI Architecture for Real-Time 1080p60 Video Retargeting
- Power Efficiency for Software Algorithms running on Graphics Processors
- Reducing Aliasing Artifacts through Resampling
- Clustered Deferred and Forward Shading
- Scalable Ambient Obscurance
- >Parallel Patch-based Texture Synthesis
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- Representing Appearance and Pre-filtering Subpixel Data in Sparse Voxel Octrees
June 28, 2012
- Adaptive Image Space Shading for Motion and Defocus Blur
June 19, 2012
- Scalable Ambient Obscurance
June 17, 2012
- Power Efficiency for Software Algorithms running on Graphics Processors
June 16, 2012
- SRDH: Specializing BVH Construction and Traversal Order Using Representative Shadow Ray Sets
- Representing Appearance and Pre-filtering Subpixel Data in Sparse Voxel Octrees
- Parallel Patch-based Texture Synthesis
- Design and Novel Uses of Higher-Dimensional Rasterization
May 29, 2012
- Clustered Deferred and Forward Shading
- Reducing Aliasing Artifacts through Resampling
May 23, 2012
- Page Created
- Maximizing Parallelism in the Construction of BVHs, Octrees and k-d Trees
kesen.huang@gmail.com