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J. Graphics, GPU, & Game Tools
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2011
1996
2011
Keyphrases
Publications
volume 15, number 3, 2011
Vincent Pegoraro
,
Philipp Slusallek
On the Evaluation of the Complex-Valued Exponential Integral.
J. Graphics, GPU, & Game Tools
15 (3) (2011)
David Eberly
A Fast and Accurate Algorithm for Computing SLERP.
J. Graphics, GPU, & Game Tools
15 (3) (2011)
Peter Shirley
,
Austin Robison
,
R. Keith Morley
A Simple Algorithm for Managing Color in Global Tone Reproduction.
J. Graphics, GPU, & Game Tools
15 (3) (2011)
Thouis R. Jones
,
David R. Karger
Linear-Time Poisson-Disk Patterns.
J. Graphics, GPU, & Game Tools
15 (3) (2011)
Manfred Ernst
,
Sven Woop
Ray Tracing with Shared-Plane Bounding Volume Hierarchies.
J. Graphics, GPU, & Game Tools
15 (3) (2011)
Thomas Schlömer
,
Oliver Deussen
Accurate Spectral Analysis of Two-Dimensional Point Sets.
J. Graphics, GPU, & Game Tools
15 (3) (2011)
volume 15, number 4, 2011
Morgan McGuire
Editorial.
J. Graphics, GPU, & Game Tools
15 (4) (2011)
Peter-Pike J. Sloan
,
Derek Nowrouzezahrai
,
Hong Yuan
Wrap Shading.
J. Graphics, GPU, & Game Tools
15 (4) (2011)
Ola Olsson
,
Ulf Assarsson
Tiled Shading.
J. Graphics, GPU, & Game Tools
15 (4) (2011)
Andreas Thomsen
,
Kasper Høy Nielsen
Approximate Radiosity Using Stochastic Depth Buffering.
J. Graphics, GPU, & Game Tools
15 (4) (2011)
Morgan McGuire
Efficient Triangle and Quadrilateral Clipping Within Shaders.
J. Graphics, GPU, & Game Tools
15 (4) (2011)
Brent Cowan
,
Bill Kapralos
A GPU-Based Method to Approximate Acoustical Reflectivity.
J. Graphics, GPU, & Game Tools
15 (4) (2011)
volume 15, number 1, 2010
Alan Brunton
,
Jochen Lang
,
Eric Dubois
Spherical Harmonic Transforms and Convolutions on the GPU.
J. Graphics, GPU, & Game Tools
15 (1) (2010)
Ignacio Ascencio-Lopez
,
Oscar Meruvia Pastor
,
Hugo Hidalgo-Silva
Adaptive Incremental Stippling using the Poisson-Disk Distribution.
J. Graphics, GPU, & Game Tools
15 (1) (2010)
Glen Aldridge Sherman
A Triangle Product for Texture Stretch.
J. Graphics, GPU, & Game Tools
15 (1) (2010)
Morten S. Mikkelsen
Bump Mapping Unparametrized Surfaces on the GPU.
J. Graphics, GPU, & Game Tools
15 (1) (2010)
Kevin Boulanger
,
Kadi Bouatouch
,
Sumanta N. Pattanaik
High-Frequency Shadows for Real-Time Rendering of Trees.
J. Graphics, GPU, & Game Tools
15 (1) (2010)
volume 15, number 2, 2010
Abdalla G. M. Ahmed
Pixel Patterns from Quantization Artifacts of Forward Affine Mapping.
J. Graphics, GPU, & Game Tools
15 (2) (2010)
Andrew S. Glassner
Reconciling Circular and Elliptical Arcs.
J. Graphics, GPU, & Game Tools
15 (2) (2010)
Jacob Munkberg
,
Tomas Akenine-Möller
Backface Culling for Motion Blur and Depth of Field.
J. Graphics, GPU, & Game Tools
15 (2) (2010)
Eric Lengyel
Transition Cells for Dynamic Multiresolution Marching Cubes.
J. Graphics, GPU, & Game Tools
15 (2) (2010)