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Artificial Intelligence Computing Leadership from NVIDIA
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Research Labs
All Research Labs
3D Deep Learning
Applied Research
Autonomous Vehicles
Deep Imagination
Publications
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New and Featured
AI Art Gallery
NGC Demos
Research Areas
AI & Machine Learning
3D Deep Learning
Computer Vision
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(153)
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(107)
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(85)
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(57)
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Computer Graphics
(22)
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(21)
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(7)
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(7)
Real-Time Rendering
(5)
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(4)
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(4)
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(3)
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Events
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2015
2007
2015
Filtering Environment Illumination for Interactive Physically-Based Rendering in Mixed Reality
Soham Uday Mehta, Kihwan Kim, Dawid Pajak, Kari Pulli,
Jan Kautz
, Ravi Ramamoorthi
Toggle-aware Compression for GPUs
Gennady Pekhimenko, Evgeny Bolotin,
Mike O'Connor
, Onur Mutlu, Todd C. Mowry,
Steve Keckler
A Pausible Bisynchronous FIFO for GALS Systems
Ben Keller,
Matt Fojtik
,
Brucek Khailany
Multi-sensor System for Driver’s Hand-Gesture Recognition
Pavlo Molchanov
,
Shalini Gupta
, Kihwan Kim, Kari Pulli
Short-Range FMCW Monopulse Radar for Hand-Gesture Sensing
Pavlo Molchanov
, Shalini Gupta, Kihwan Kim, Kari Pulli
Camera Re-calibration after Zooming based on Sets of Conics
Iuri Frosio
, Cristina Turrini, Alberto Alzati
Parallel Graph Coloring with Applications to the Incomplete-LU Factorization on the GPU
Maxim Naumov, Patrice Castonguay, Jonathan Cohen
SASSIFI: Evaluating Resilience of GPU Applications
Siva Hari
, Timothy Tsai,
Mark Stephenson
,
Steve Keckler
,
Joel Emer
In-Memory Graph Databases for Web-Scale Data
Vito Giovanni Castellana, Alessandro Morari, Jesse Weaver, Antonino Time, David Haglin,
Oreste Villa
, John Feo
Page Placement Strategies for GPUs within Heterogeneous Memory Systems
Neha Agarwal,
David Nellans
,
Mark Stephenson
,
Mike O'Connor
,
Steve Keckler
Simulating the Visual Experience of Very Bright and Very Dark Scenes
David Jacobs,
Orazio Gallo
, Emily Cooper, Kari Pulli, Marc Levoy
Adaptive Segmentation based on a Learned Quality Metric
Iuri Frosio
, Ed Ratner
Slim near eye display using pinhole aperture arrays
Kaan Akşit,
Jan Kautz
,
David Luebke
High Performing Cache Hierarchies for Server Workloads -- Relaxing Inclusion to Capture the Latency Benefits of Exclusive Caches
Aamer Jaleel
, Joseph Nuzman, Adrian Moga, Simon C. Steely Jr.,
Joel Emer
Priority-Based Cache Allocation in Throughput Processors
Dong Li, Minsoo Rhu, Daniel Johnson,
Mike O'Connor
, Mattan Erez, Donald Fussell,
Steve Keckler
Unlocking Bandwidth for GPUs in CC-NUMA systems
Neha Agarwal,
David Nellans
,
Mike O'Connor
,
Steve Keckler
, Thomas Wenisch
Aggregate G-Buffer Anti-Aliasing
Cyril Crassin
, Morgan McGuire, Kayvon Fatahalian,
Aaron Lefohn
Frustum-Traced Raster Shadows: Revisiting Irregular Z-Buffers
Chris Wyman
, Rama Hoetzlein,
Aaron Lefohn
Machine Learning for Adaptive Bilateral Filtering
Iuri Frosio
, Karen Egiazarian, Kari Pulli
High-speed Low-power On-chip Global Signaling Design Overview
Xi Chen
,
John Wilson
, John Poulton, Rizwan Bashirullah,
Tom Gray
2007
A 14-mW 6.25-Gb/s Transceiver in 90-nm CMOS
John Poulton, Robert Palmer, Andy Fuller,
Trey Greer
, John Eyles,
William Dally
, Mark Horowitz
Simulation of Bubbles in Foam with the Volume Control Method
Byungmoon Kim, Yingjie Liu, Ignacio Llamas, Xiangmin Jiao, Jarek Rossignac,
A Hardware Redundancy and Recovery Mechanism for Reliable Scientific Computation on Graphics Processors
Jeremy Sheaffer,
David Luebke
, Kevin Skadron
A Hardware Architecture for Surface Splatting
Tim Weyrich, Simon Heinzle,
Timo Aila
, Daniel B. Fasnacht, Stephan Oetiker, Mario Botsch, Cyril Flaig, Simon Mall, Kaspar Rohrer, Norbert Felber, Hubert Kaeslin, Markus Gross
Advanced Techniques for Realistic Real-Time Skin Rendering
Eugene d'Eon
,
David Luebke
Iterative Methods for Improving Mesh Parameterizations
Shen Dong,
Michael Garland
Incremental Instant Radiosity for Real-Time Indirect Illumination
Samuli Laine
, Hannu Saransaari, Janne Kontkanen, Jaakko Lehtinen,
Timo Aila
Efficient Rendering of Human Skin
Eugene d'Eon
,
David Luebke
, Eric Enderton
The NVIDIA GeForce 8800 GPU
Erik Lindholm, Stuart Oberman
How GPUs Work
David Luebke
, Greg Humphreys
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