SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Time/space tradeoffs for polygon mesh rendering
ACM Transactions on Graphics (TOG)
Optimizing triangle strips for fast rendering
Proceedings of the 7th conference on Visualization '96
View-dependent refinement of progressive meshes
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
The design and analysis of a cache architecture for texture mapping
Proceedings of the 24th annual international symposium on Computer architecture
Optimized geometry compression for real-time rendering
VIS '97 Proceedings of the 8th conference on Visualization '97
Geometric compression through topological surgery
ACM Transactions on Graphics (TOG)
Progressive forest split compression
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Real time compression of triangle mesh connectivity
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Fast and effective stripification of polygonal surface models
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Compression of time-dependent geometry
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Progressive compression of 3D graphic models
ICMCS '97 Proceedings of the 1997 International Conference on Multimedia Computing and Systems
Shader-driven compilation of rendering assets
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Efficient compression and rendering of multi-resolution meshes
Proceedings of the conference on Visualization '02
Vertex Data Compression through Vector Quantization
IEEE Transactions on Visualization and Computer Graphics
Perceptually guided simplification of lit, textured meshes
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Universal rendering sequences for transparent vertex caching of progressive meshes
GRIN'01 No description on Graphics interface 2001
Tunneling for triangle strips in continuous level-of-detail meshes
GRIN'01 No description on Graphics interface 2001
Delay streams for graphics hardware
ACM SIGGRAPH 2003 Papers
Out-of-core compression for gigantic polygon meshes
ACM SIGGRAPH 2003 Papers
Rendering time estimation for real-time rendering
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
DStrips: Dynamic Triangle Strips for Real-Time Mesh Simplification and Rendering
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Geometry clipmaps: terrain rendering using nested regular grids
ACM SIGGRAPH 2004 Papers
ACM SIGGRAPH 2005 Papers
Large Mesh Simplification using Processing Sequences
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Memory sharing for interactive ray tracing on clusters
Parallel Computing - Parallel graphics and visualization
Using genetic algorithms to optimise triangle strips
GRAPHITE '05 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Triangle order optimization for graphics hardware computation culling
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
An Improved Vertex Caching Scheme for 3D Mesh Rendering
IEEE Transactions on Visualization and Computer Graphics
Triangle order optimization for graphics hardware computation culling
ACM SIGGRAPH 2006 Sketches
Interactive editing of segmented volumetric datasets in a hybrid 2D/3D virtual environment
Proceedings of the ACM symposium on Virtual reality software and technology
Progressive buffers: view-dependent geometry and texture LOD rendering
ACM SIGGRAPH 2006 Courses
Mesh Layouts for Block-Based Caches
IEEE Transactions on Visualization and Computer Graphics
A case study of a virtual audience in a reconstruction of an ancient Roman Odeon in Aphrodisias
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
Technical Section: Comparison of triangle strips algorithms
Computers and Graphics
Geometry engine optimization: cache friendly compressed representation of geometry
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Fast triangle reordering for vertex locality and reduced overdraw
ACM SIGGRAPH 2007 papers
Efficient data reduction and cache-coherent techniques toward real-time performance
ACM SIGGRAPH 2007 courses
Progressive buffers: view-dependent geometry and texture LOD rendering
SGP '05 Proceedings of the third Eurographics symposium on Geometry processing
Random-Accessible Compressed Triangle Meshes
IEEE Transactions on Visualization and Computer Graphics
Massive-Model Rendering Techniques: A Tutorial
IEEE Computer Graphics and Applications
Technical strategies for massive model visualization
Proceedings of the 2008 ACM symposium on Solid and physical modeling
Technical Section: Optimizing the management of continuous level of detail models on GPU
Computers and Graphics
Massive model visualization techniques: course notes
ACM SIGGRAPH 2008 classes
Efficient traversal of mesh edges using adjacency primitives
ACM SIGGRAPH Asia 2008 papers
A novel page-based data structure for interactive walkthroughs
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Rendering continuous level-of-detail meshes by Masking Strips
Graphical Models
Data management for SSDs for large-scale interactive graphics applications
I3D '11 Symposium on Interactive 3D Graphics and Games
A comparative study of acceleration techniques for geometric visualization
ICCS'05 Proceedings of the 5th international conference on Computational Science - Volume Part II
PARA'10 Proceedings of the 10th international conference on Applied Parallel and Scientific Computing - Volume 2
ReduceM: interactive and memory efficient ray tracing of large models
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Grammar-based encoding of facades
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
A case study of a virtual audience in a reconstruction of an ancient Roman odeon in Aphrodisias
VAST'04 Proceedings of the 5th International conference on Virtual Reality, Archaeology and Intelligent Cultural Heritage
An architecture for interactive tetrahedral volume rendering
VG'01 Proceedings of the 2001 Eurographics conference on Volume Graphics
Point-based rendering optimization with textured meshes for fast LiDAR visualization
Computers & Geosciences
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