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Artificial Intelligence Computing Leadership from NVIDIA
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Research Labs
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3D Deep Learning
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Computer Graphics
(345)
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(88)
Real-Time Rendering
(81)
Computer Vision
(43)
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(37)
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(37)
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(37)
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(27)
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345 results found
Computer Graphics
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Computer Graphics
2009
Fast BVH Construction on GPUs
Christian Lauterbach,
Michael Garland
, Shubhabrata Sengupta,
David Luebke
, Dinesh Manocha
2008
A Layered, Heterogeneous Reflectance Model for Acquiring and Rendering Human Skin
Craig Donner, Tim Weyrich,
Eugene d'Eon
, Ravi Ramamoorthi, Szymon Rusinkiewicz
SIGGRAPH
On the Visualization of Social and Other Scale-Free Networks
Yuntao Jia, Jared Hoberock,
Michael Garland
, John C. Hart
Rapid Multipole Graph Drawing on the GPU
Apeksha Godiyal, Jared Hoberock,
Michael Garland
, John C. Hart
A Meshless Hierarchical Representation for Light Transport
Jaakko Lehtinen, Matthias Zwicker, Emmanuel Turquin, Janne Kontkanen, François Sillion, Fredo Durand,
Timo Aila
NVIDIA Tesla: A Unified Graphics and Computing Architecture
Erik Lindholm, John Nickolls, Stuart Oberman, John Montrym
Free-form Motion Processing
Scott Kircher,
Michael Garland
2007
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
2006
The Visual Vulnerability Spectrum: Characterizing Architectural Vulnerability for Graphics Hardware
Jeremy W Sheaffer,
David Luebke
, Kevin Skadron
2005
GPU-Accelerated High Quality Hidden Surface Removal
Daniel Wexler, Larry Gritz, Eric Enderton, Jonathan Rice
High-Quality Antialiased Rasterization
Daniel Wexler, Eric Enderton
2003
Twister: A Space-warp Operator for the Two-handed Editing of 3D Shapes
Ignacio Llamas, ByungMoon Kim, Joshua Gargus, Jarek Rossignac, Christopher D. Shaw
2001
A User-Programmable Vertex Engine.
Erik Lindholm,
Mark Kilgard
, Henry Moreton
MesoGAN: Generative Neural Reflectance Shells
Stavros Diolatzis,
Jan Novák
,
Fabrice Rousselle
, Jonathan Granskog,
Miika Aittala
, Ravi Ramamoorthi, George Drettakis
Real-Time Neural Appearance Models
Tizian Zeltner
,
Fabrice Rousselle
,
Andrea Weidlich
,
Petrik Clarberg
,
Jan Novák
,
Benedikt Bitterli
, Alex Evans,
Tomas Davidovic
,
Simon Kallweit
,
Aaron Lefohn
A Differential Monte Carlo Solver For the Poisson Equation
Zihan Yu,
Lifan Wu
, Zhiqian Zhou, Shuang Zhao
SIGGRAPH
Interactive Character Control with Auto-Regressive Motion Diffusion Models
Yi Shi, Jingbo Wang, Xuekun Jiang, Bingkun Lin, Bo Dai, Xue Bin Peng
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