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» The SAGE graphics architecture
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SIGGRAPH
1994
ACM
15 years 3 months ago
The RADIANCE lighting simulation and rendering system
This paper describes a physically-based rendering system tailored to the demands of lighting design and architecture. The simulation uses a light-backwards ray-tracing method with...
Gregory J. Ward
VISSYM
2003
15 years 10 days ago
Hardware-assisted View-dependent Isosurface Extraction using Spherical Partition
Extracting only the visible portion of an isosurface can improve both the computation efficiency and the rendering speed. However, the visibility test overhead can be quite high ...
Jinzhu Gao, Han-Wei Shen
87
Voted
CGF
2006
198views more  CGF 2006»
14 years 11 months ago
Real-Time Weighted Pose-Space Deformation on the GPU
WPSD (Weighted Pose Space Deformation) is an example based skinning method for articulated body animation. The per-vertex computation required in WPSD can be parallelized in a SIM...
Taehyun Rhee, John P. Lewis, Ulrich Neumann

Publication
248views
14 years 8 months ago
Equalizer: A Scalable Parallel Rendering Framework
Continuing improvements in CPU and GPU performances as well as increasing multi-core processor and cluster-based parallelism demand for flexible and scalable parallel rendering sol...
Stefan Eilemann, Maxim Makhinya, Renato Pajarola
EUROPAR
2009
Springer
15 years 5 months ago
An Extension of the StarSs Programming Model for Platforms with Multiple GPUs
While general-purpose homogeneous multi-core architectures are becoming ubiquitous, there are clear indications that, for a number of important applications, a better performance/p...
Eduard Ayguadé, Rosa M. Badia, Francisco D....