Journal: PACMCGIT

Volume 1, Issue 2

0 -- 0Eric Heitz, Fabrice Neyret. High-Performance By-Example Noise using a Histogram-Preserving Blending Operator
0 -- 0Alexander Lier, Magdalena Martinek, Marc Stamminger, Kai Selgrad. A High-Resolution Compression Scheme for Ray Tracing Subdivision Surfaces with Displacement
0 -- 0Aleksandr Kirillov. Non-periodic Tiling of Procedural Noise Functions
0 -- 0Bernhard Kerbl, Michael Kenzel, Elena Ivanchenko, Dieter Schmalstieg, Markus Steinberger. Revisiting The Vertex Cache: Understanding and Optimizing Vertex Processing on the modern GPU
0 -- 0Tong Wang, Reiji Suda. Fast Generation of Poisson-Disk Samples on Mesh Surfaces by Progressive Sample Projection
0 -- 0Michael Kenzel, Bernhard Kerbl, Wolfgang Tatzgern, Elena Ivanchenko, Dieter Schmalstieg, Markus Steinberger. On-the-fly Vertex Reuse for Massively-Parallel Software Geometry Processing
0 -- 0Alexander Reshetov, David Luebke. Phantom Ray-Hair Intersector
0 -- 0Alejandro Conty Estevez, Christopher D. Kulla. Importance Sampling of Many Lights with Adaptive Tree Splitting
0 -- 0Cuilan Wang. A Fast Method to Calculate the Volumetric Divergence Metric for Evaluating the Accuracy of the Extracted Isosurface
0 -- 0Christoph Schied, Christoph Peters, Carsten Dachsbacher. Gradient Estimation for Real-time Adaptive Temporal Filtering
0 -- 0Puneet Lall, Silviu Borac, Dave Richardson, Matt Pharr, Manfred Ernst. View-Region Optimized Image-Based Scene Simplification
0 -- 0Timo Viitanen, Matias Koskela, Pekka Jääskeläinen, Aleksi Tervo, Jarmo Takala. PLOCTree: A Fast, High-Quality Hardware BVH Builder

Volume 1, Issue 1

0 -- 0Thibaud Lambert, Pierre Bénard, Gaël Guennebaud. A View-Dependent Metric for Patch-Based LOD Generation 8 Selection
0 -- 0Haebom Lee, Piotr Didyk. Real-time Apparent Resolution Enhancement for Head-mounted Displays
0 -- 0Min Tang 0001, Zhongyuan Liu, Ruofeng Tong, Dinesh Manocha. PSCC: Parallel Self-Collision Culling with Spatial Hashing on GPUs
0 -- 0Nghia Truong, Cem Yuksel. A Narrow-Range Filter for Screen-Space Fluid Rendering
0 -- 0Tomohiko Mukai. Sampling-based Rig Conversion into Non-rigid Helper Bones
0 -- 0Wanchao Su, Dong Du, Xin Yang 0011, Shizhe Zhou, Hongbo Fu. Interactive Sketch-Based Normal Map Generation with Deep Neural Networks
0 -- 0Anpei Chen, Minye Wu, Yingliang Zhang, Nianyi Li, Jie Lu, Shenghua Gao, Jingyi Yu. Deep Surface Light Fields
0 -- 0Johanna Delanoy, Mathieu Aubry, Phillip Isola, Alexei A. Efros, Adrien Bousseau. 3D Sketching using Multi-View Deep Volumetric Prediction
0 -- 0Ge Chen, Pedro V. Sander, Diego Nehab. The Replate
0 -- 0Warren Hunt, Michael Mara, Alex Nankervis. Hierarchical Visibility for Virtual Reality
0 -- 0Linus Franke, Nikolai Hofmann, Marc Stamminger, Kai Selgrad. Multi-Layer Depth of Field Rendering with Tiled Splatting
0 -- 0Rajaditya Mukherjee, Longhua Wu, Huamin Wang. Interactive Two-Way Shape Design of Elastic Bodies
0 -- 0Xiaokai Li, Sheldon Andrews, Ben Jones, Adam W. Bargteil. Energized Rigid Body Fracture
0 -- 0Dan Casas, Miguel A. Otaduy. Learning Nonlinear Soft-Tissue Dynamics for Interactive Avatars
0 -- 0Songfang Han, Ge Chen, Diego Nehab, Pedro V. Sander. In-Depth Buffers
0 -- 0Cem Yuksel. Alpha Distribution for Alpha Testing
0 -- 0Babis Koniaris, Maggie Kosek, David Sinclair, Kenny Mitchell. GPU-accelerated depth codec for real-time, high-quality light field reconstruction
0 -- 0Xiaoxu Meng, Ruofei Du, Matthias Zwicker, Amitabh Varshney. Kernel Foveated Rendering
0 -- 0Martin Komaritzan, Mario Botsch. Projective Skinning
0 -- 0Xiaojun Bian, Li-Yi Wei, Sylvain Lefebvre 0001. Tile-based Pattern Design with Topology Control
0 -- 0Cédric Zanni, Frédéric Claux, Sylvain Lefebvre 0001. HCSG: Hashing for real-time CSG modeling
0 -- 0Jamorn Sriwasansak, Adrien Gruson, Toshiya Hachisuka. Efficient Energy-Compensated VPLs using Photon Splatting
0 -- 0Cedrick Münstermann, Stefan Krumpen, Reinhard Klein, Christoph Peters 0002. Moment-Based Order-Independent Transparency