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EGH
2010
Springer
13 years 8 months ago
Texture compression of light maps using smooth profile functions
Light maps have long been a popular technique for visually rich real-time rendering in games. They typically contain smooth color gradients which current low bit rate texture comp...
Jim Rasmusson, Jacob Ström, Per Wennersten, M...
EGH
2010
Springer
13 years 8 months ago
AnySL: efficient and portable shading for ray tracing
While a number of different shading languages have been developed, their efficient integration into an existing renderer is notoriously difficult, often boiling down to implementi...
Ralf Karrenberg, Dmitri Rubinstein, Philipp Slusal...
EGH
2010
Springer
13 years 8 months ago
Parallel SAH k-D tree construction
The k-D tree is a well-studied acceleration data structure for ray tracing. It is used to organize primitives in a scene to allow efficient execution of intersection operations be...
Byn Choi, Rakesh Komuravelli, Victor Lu, Hyojin Su...
EGH
2010
Springer
13 years 8 months ago
GPU random numbers via the tiny encryption algorithm
Random numbers are extensively used on the GPU. As more computation is ported to the GPU, it can no longer be treated as rendering hardware alone. Random number generators (RNG) a...
Fahad Zafar, Marc Olano, Aaron Curtis
EMISA
2010
Springer
13 years 8 months ago
Supporting ad hoc Analyses on Enterprise Models
Abstract: Enterprises are socio technical systems whose management involves multiple stakeholders each demanding for a distinct perspective on the enterprise. A large number of mod...
Sabine Buckl, Jens Gulden, Christian M. Schweda
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