Page maintained by Ke-Sen Huang.
If you have additions or changes, send an e-mail.
Information here is provided with the permission of the ACM.
Note that when possible I link to the page containing the link to the actual PDF or PS of the preprint.
I prefer this as it gives some context to the paper and avoids possible copyright problems with direct linking.
Thus you may need to search on the page to find the actual document.
ACM Digital Library: Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics 2014
the Eurographics Digital Library Link for the paper
Paper Abstract
Author Preprint
Paper Video
Paper Presentation
Paper Images
Paper Data
Demo Program or Source Code
Related Links
Changelog
Graphics Systems
- Streaming G-Buffer Compression for Multi-Sample Anti-Aliasing
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Ethan Kerzner,
Marco Salvi
- Coarse Pixel Shading
-
Karthik Vaidyanathan,
Marco Salvi,
Robert Toth,
Tim Foley,
Tomas Akenine-Moller,
Jim Nilsson,
Jacob Munkberg,
Jon Hasselgren,
Masamichi Sugihara,
Petrik Clarberg,
Tomasz Janczak,
Aaron Lefohn
- Register Efficient Memory Allocator for GPUs
-
Marek Vinkler,
Havran Vlastimil
Ray Tracing
- Reduced Precision for Hardware Ray Tracing in GPUs
-
Sean Keely
- Exploiting Local Orientation Similarity for Efficient Ray Traversal of Hair and Fur
-
Sven Woop,
Carsten Benthin,
Ingo Wald,
Gregory S. Johnson,
Eric Tabellion
Image Processing
- A Fast and Stable Feature-Aware Motion Blur Filter
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Jean-Philippe Guertin,
Morgan McGuire,
Derek Nowrouzezahrai
- Fast ANN for High-Quality Collaborative Filtering
-
Yun-Ta Tsai,
Markus Steinberger,
Dawid Pajak,
Kari Pulli
- SegTC: Fast Texture Compression using Image Segmentation
-
Pavel Krajcevski,
Dinesh Manocha
Collisions and Proximity
- Out-of-Core Proximity Computation for Particle-based Fluid Simulations
-
Duksu Kim,
Myung-Bae Son,
Young J. Kim,
Jeong-Mo Hong,
Sung-Eui Yoon
- Real-Time Deformation of Subdivision Surfaces from Object Collisions
-
Henry Schafer,
Benjamin Keiner,
Matthias Niessner,
Christoph Buchenau,
Michael Guthe,
Marc Stamminger
- High-performance Delaunay triangulation for many-core computers
-
Valentin Fuetterling,
Carsten Lojewski,
Franz-Josef Pfreundt
Rendering
- Interactive Rendering of Giga-Particle Fluid Simulations
-
Florian Reichl,
Matthaus Chajdas,
Jens Schneider,
Rudiger Westermann
- Layered Reflective Shadow Maps for Voxel-based Indirect Illumination
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Masamichi Sugihara,
Randall Rauwendaal,
Marco Salvi
- High-Performance Rendering of Realistic Cumulus Clouds using Pre-computed Lighting
-
Egor Yusov
kesen.huang@gmail.com