Research

Select Publications

High Performance and Scalable GPU Graph Traversal

"High Performance and Scalable GPU Graph Traversal"
Duane Merrill (Unversity of Virginia), Michael Garland (NVIDIA), Andrew Grimshaw (University of Virginia), in Technical Report CS-2011-05, Department of Computer Science, University of Virginia, August 2011

Stochastic Transparency

"Stochastic Transparency"
Eric Enderton (NVIDIA), Erik Sintorn (Chalmers University), Peter Shirley (NVIDIA), David Luebke (NVIDIA), in IEEE Transactions on Visualization and Computer Graphics (original version in Symposium on Interactive 3D Graphics and Games (I3D) 2010), August 2011

The Alchemy Screen-space Ambient Obscurance Algorithm

"The Alchemy Screen-space Ambient Obscurance Algorithm"
Morgan McGuire (NVIDIA), Brian Osman (Vicarious Visions), Michael Bukowski (Vicarious Visions), Padraic Hennessy (Vicarious Visions), in High-Performance Graphics 2011, August 2011

VoxelPipe: A Programmable Pipeline for 3D Voxelization

"VoxelPipe: A Programmable Pipeline for 3D Voxelization"
Jacopo Pantaleoni (NVIDIA), in High Performance Graphics 2011, August 2011

Simpler and Faster HLBVH with Work Queues

"Simpler and Faster HLBVH with Work Queues"
Kirill Garanzha, Jacopo Pantaleoni, David McAllister, in High Performance Graphics 2011, August 2011