


default search action
Proceedings of the ACM on Computer Graphics and Interactive Techniques, Volume 1
Volume 1, Number 1, July 2018
- Cem Yuksel

:
Alpha Distribution for Alpha Testing. 1:1-1:11 - Songfang Han

, Ge Chen, Diego Nehab
, Pedro V. Sander:
In-Depth Buffers. 2:1-2:14 - Babis Koniaris

, Maggie Kosek, David Sinclair, Kenny Mitchell
:
GPU-accelerated depth codec for real-time, high-quality light field reconstruction. 3:1-3:15 - Ge Chen, Pedro V. Sander, Diego Nehab

:
The Replate. 4:1-4:14 - Xiaoxu Meng, Ruofei Du

, Matthias Zwicker, Amitabh Varshney
:
Kernel Foveated Rendering. 5:1-5:20 - Linus Franke

, Nikolai Hofmann
, Marc Stamminger, Kai Selgrad:
Multi-Layer Depth of Field Rendering with Tiled Splatting. 6:1-6:17 - Cedrick Münstermann, Stefan Krumpen, Reinhard Klein, Christoph Peters:

Moment-Based Order-Independent Transparency. 7:1-7:20 - Warren Hunt, Michael Mara, Alex Nankervis:

Hierarchical Visibility for Virtual Reality. 8:1-8:18 - Xiaokai Li, Sheldon Andrews, Ben Jones, Adam W. Bargteil:

Energized Rigid Body Fracture. 9:1-9:9 - Dan Casas

, Miguel A. Otaduy:
Learning Nonlinear Soft-Tissue Dynamics for Interactive Avatars. 10:1-10:15 - Rajaditya Mukherjee, Longhua Wu, Huamin Wang

:
Interactive Two-Way Shape Design of Elastic Bodies. 11:1-11:17 - Martin Komaritzan, Mario Botsch

:
Projective Skinning. 12:1-12:19 - Tomohiko Mukai:

Sampling-based Rig Conversion into Non-rigid Helper Bones. 13:1-13:17 - Anpei Chen, Minye Wu, Yingliang Zhang

, Nianyi Li, Jie Lu, Shenghua Gao, Jingyi Yu:
Deep Surface Light Fields. 14:1-14:17 - Cédric Zanni, Frédéric Claux, Sylvain Lefebvre:

HCSG: Hashing for real-time CSG modeling. 15:1-15:19 - Jamorn Sriwasansak, Adrien Gruson, Toshiya Hachisuka:

Efficient Energy-Compensated VPLs using Photon Splatting. 16:1-16:13 - Nghia Truong, Cem Yuksel

:
A Narrow-Range Filter for Screen-Space Fluid Rendering. 17:1-17:15 - Min Tang, Zhongyuan Liu, Ruofeng Tong, Dinesh Manocha:

PSCC: Parallel Self-Collision Culling with Spatial Hashing on GPUs. 18:1-18:18 - Haebom Lee, Piotr Didyk:

Real-time Apparent Resolution Enhancement for Head-mounted Displays. 19:1-19:15 - Thibaud Lambert, Pierre Bénard

, Gaël Guennebaud
:
A View-Dependent Metric for Patch-Based LOD Generation 8 Selection. 20:1-20:21 - Johanna Delanoy

, Mathieu Aubry
, Phillip Isola, Alexei A. Efros, Adrien Bousseau:
3D Sketching using Multi-View Deep Volumetric Prediction. 21:1-21:22 - Wanchao Su

, Dong Du
, Xin Yang, Shizhe Zhou, Hongbo Fu:
Interactive Sketch-Based Normal Map Generation with Deep Neural Networks. 22:1-22:17 - Xiaojun Bian, Li-Yi Wei

, Sylvain Lefebvre:
Tile-based Pattern Design with Topology Control. 23:1-23:15
Volume 1, Number 2, August 2018
- Christoph Schied, Christoph Peters, Carsten Dachsbacher:

Gradient Estimation for Real-time Adaptive Temporal Filtering. 24:1-24:16 - Alejandro Conty Estevez, Christopher D. Kulla:

Importance Sampling of Many Lights with Adaptive Tree Splitting. 25:1-25:17 - Puneet Lall, Silviu Borac, Dave Richardson, Matt Pharr, Manfred Ernst:

View-Region Optimized Image-Based Scene Simplification. 26:1-26:22 - Cuilan Wang

:
A Fast Method to Calculate the Volumetric Divergence Metric for Evaluating the Accuracy of the Extracted Isosurface. 27:1-27:19 - Michael Kenzel

, Bernhard Kerbl
, Wolfgang Tatzgern
, Elena Ivanchenko, Dieter Schmalstieg, Markus Steinberger
:
On-the-fly Vertex Reuse for Massively-Parallel Software Geometry Processing. 28:1-28:17 - Bernhard Kerbl

, Michael Kenzel
, Elena Ivanchenko, Dieter Schmalstieg, Markus Steinberger
:
Revisiting The Vertex Cache: Understanding and Optimizing Vertex Processing on the modern GPU. 29:1-29:16 - Tong Wang

, Reiji Suda:
Fast Generation of Poisson-Disk Samples on Mesh Surfaces by Progressive Sample Projection. 30:1-30:18 - Eric Heitz, Fabrice Neyret:

High-Performance By-Example Noise using a Histogram-Preserving Blending Operator. 31:1-31:25 - Aleksandr Kirillov:

Non-periodic Tiling of Procedural Noise Functions. 32:1-32:15 - Alexander Lier, Magdalena Martinek, Marc Stamminger, Kai Selgrad:

A High-Resolution Compression Scheme for Ray Tracing Subdivision Surfaces with Displacement. 33:1-33:17 - Alexander Reshetov, David Luebke:

Phantom Ray-Hair Intersector. 34:1-34:22 - Timo Viitanen, Matias Koskela, Pekka Jääskeläinen

, Aleksi Tervo
, Jarmo Takala
:
PLOCTree: A Fast, High-Quality Hardware BVH Builder. 35:1-35:19

manage site settings
To protect your privacy, all features that rely on external API calls from your browser are turned off by default. You need to opt-in for them to become active. All settings here will be stored as cookies with your web browser. For more information see our F.A.Q.


Google
Google Scholar
Semantic Scholar
Internet Archive Scholar
CiteSeerX
ORCID














