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Research Labs
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3D Deep Learning
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(450)
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(322)
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(314)
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(222)
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(122)
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(103)
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(49)
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(39)
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(39)
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2011
Interactive Indirect Illumination Using Voxel Cone Tracing
Cyril Crassin
, Fabrice Neyret, Miguel Sainz, Simon Green, Elmar Eisemann
VoxelPipe: A Programmable Pipeline for 3D Voxelization
Jacopo Pantaleoni
Simpler and Faster HLBVH with Work Queues
Kirill Garanzha, Jacopo Pantaleoni, David McAllister
High-Performance Software Rasterization on GPUs
Samuli Laine
,
Tero Karras
High Performance and Scalable GPU Graph Traversal
Duane Merrill,
Michael Garland
, Andrew Grimshaw
Stochastic Transparency
Eric Enderton, Erik Sintorn, Peter Shirley,
David Luebke
Temporal Light Field Reconstruction for Rendering Distribution Effects
Jaakko Lehtinen
,
Timo Aila
, Jiawen Chen,
Samuli Laine
, Frédo Durand
Clipless Dual-Space Bounds for Faster Stochastic Rasterization
Samuli Laine
,
Timo Aila
,
Tero Karras
,
Jaakko Lehtinen
The Alchemy Screen-space Ambient Obscurance Algorithm
Morgan McGuire, Brian Osman, Michael Bukowski, Padraic Hennessy
Exposing Fine-Grained Parallelism in Algebraic Multigrid Methods
Nathan Bell, Steven Dalton, Luke Olson
The Workflow Scale: Why 5x Faster Might Not Be Enough
Eric Enderton, Daniel Wexler
Stratified Sampling for Stochastic Transparency
Samuli Laine
,
Tero Karras
Energy-efficient Mechanisms for Managing Thread Context in Throughput Processors
Mark Gebhart, Daniel R. Johnson, David Tarjan,
Steve Keckler
,
William Dally
,
Erik Lindholm
, Kevin Skadron
Parallel Solution of Sparse Triangular Linear Systems in the Preconditioned Iterative Methods on the GPU
Maxim Naumov
Decoupled Sampling for Graphics Pipelines
Jonathan Ragan-Kelley, Jaakko Lehtinen, Jiawen Chen, Michael Doggett, Frédo Durand
Copperhead: Compiling an Embedded Data Parallel Language
Bryan Catanzaro,
Michael Garland
, Kurt Keutzer
A Local Image Reconstruction Algorithm for Stochastic Rendering
Peter Shirley,
Timo Aila
, Jonathan Cohen, Eric Enderton,
Samuli Laine
,
David Luebke
, Morgan McGuire
Colored Stochastic Shadow Maps
Morgan McGuire, Eric Enderton
Subpixel Reconstruction Antialiasing
Matthäus G. Chajdas, Morgan McGuire,
David Luebke
2010
Point Set Registration: Coherent Point Drift
Andriy Myronenko
, Xubo Song
Sparse Matrix-Vector Multiplication on Multicore and Accelerators
Sam Williams, Nathan Bell, Jee Whan Choi,
Michael Garland
, Leonid Oliker, Richard Vuduc
Scalable Fluid Simulation using Anisotropic Turbulence Particles
Tobias Pfaff, Nils Thurey, Jonathan Cohen, Sarah Tariq, Markus Gross
OptiX: A General Purpose Ray Tracing Engine
Steven G. Parker, James Bigler, Andreas Dietrich, Heiko Friedrich,
Jared Hoberock
,
David Luebke
, David McAllister, Morgan McGuire, Keith Morley, Austin Robison, Martin Stich
PantaRay: Fast Ray-traced Occlusion Caching of Massive Scenes
Jacopo Pantaleoni, Luca Fascione
Ambient Occlusion Volumes
Morgan McGuire
Real-Time Stochastic Rasterization on Conventional GPU Architectures
Morgan McGuire, Eric Enderton, Peter Shirley,
David Luebke
HLBVH: Hierarchical LBVH Construction for Real-Time Ray Tracing
Jacopo Pantaleoni,
David Luebke
Architecture Considerations for Tracing Incoherent Rays
Timo Aila
,
Tero Karras
Two Methods for Fast Ray-Cast Ambient Occlusion
Samuli Laine
,
Tero Karras
Restart Trail for Stackless BVH Traversal
Samuli Laine
The Even/Odd Synchronizer: A Fast, All-Digital Periodic Synchronizer
William Dally
,
Stephen Tell
Hardware-Accelerated Colored Stochastic Shadow Maps
Morgan McGuire
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