Bounded boxes, Hausdorff distance, and a new proof of an interesting Helly-type theorem
SCG '94 Proceedings of the tenth annual symposium on Computational geometry
VVS '94 Proceedings of the 1994 symposium on Volume visualization
OBBTree: a hierarchical structure for rapid interference detection
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Hierarchical graphics databases in sort-first
PRS '97 Proceedings of the IEEE symposium on Parallel rendering
A beam tracing approach to acoustic modeling for interactive virtual environments
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Interactive ray tracing for isosurface rendering
Proceedings of the conference on Visualization '98
Computing bounding volume hierarchies using model simplification
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
QSplat: a multiresolution point rendering system for large meshes
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Hierarchical face clustering on polygonal surfaces
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Theory and application of specular path perturbation
ACM Transactions on Graphics (TOG)
Feature sensitive surface extraction from volume data
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
The randomized z-buffer algorithm: interactive rendering of highly complex scenes
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Cost prediction for ray shooting
Proceedings of the eighteenth annual symposium on Computational geometry
Making the DDA run: two-dimensional ray traversal using runs and runs of runs
ACSC '01 Proceedings of the 24th Australasian conference on Computer science
On the efficiency of ray-shooting acceleration schemes
SCCG '02 Proceedings of the 18th spring conference on Computer graphics
Minimal hierarchical collision detection
VRST '02 Proceedings of the ACM symposium on Virtual reality software and technology
Octree-R: An Adaptive Octree for Efficient Ray Tracing
IEEE Transactions on Visualization and Computer Graphics
Efficient Collision Detection Using Bounding Volume Hierarchies of k-DOPs
IEEE Transactions on Visualization and Computer Graphics
Interactive Ray Tracing for Volume Visualization
IEEE Transactions on Visualization and Computer Graphics
Perturbation Methods for Interactive Specular Reflections
IEEE Transactions on Visualization and Computer Graphics
Massively Parallel Software Rendering for Visualizing Large-Scale Data Sets
IEEE Computer Graphics and Applications
ICCS '02 Proceedings of the International Conference on Computational Science-Part II
Parallel ray tracing on a chip
Practical parallel rendering
Cost-driven octree construction schemes: an experimental study
Proceedings of the nineteenth annual symposium on Computational geometry
Feature sensitive mesh processing
SCCG '03 Proceedings of the 19th spring conference on Computer graphics
Exploiting temporal coherence in ray casted walkthroughs
SCCG '03 Proceedings of the 19th spring conference on Computer graphics
TetSplat Real-Time Rendering and Volume Clipping of Large Unstructured Tetrahedral Meshes
VIS '04 Proceedings of the conference on Visualization '04
Computer graphics for water modeling and rendering: a survey
Future Generation Computer Systems - Special issue: Computer graphics and geometric modeling
Cost-driven octree construction schemes: an experimental study
Computational Geometry: Theory and Applications - Special issue on the 19th annual symposium on computational geometry - SoCG 2003
Cost prediction for ray shooting in octrees
Computational Geometry: Theory and Applications
A framework for bounded-time collision detection in haptic interactions
Proceedings of the ACM symposium on Virtual reality software and technology
A framework for fast and accurate collision detection for haptic interaction
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
Interactive ray tracing for volume visualization
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
Ray tracing deformable scenes using dynamic bounding volume hierarchies
ACM Transactions on Graphics (TOG)
Hardware-accelerated collision detection for 3D virtual reality gaming
Simulation and Gaming - Symposium: virtual reality simulation
DS-RT '07 Proceedings of the 11th IEEE International Symposium on Distributed Simulation and Real-Time Applications
A sorting approach to indexing spatial data
ACM SIGGRAPH 2008 classes
Object partitioning considered harmful: space subdivision for BVHs
Proceedings of the Conference on High Performance Graphics 2009
Accelerating shadow rays using volumetric occluders and modified kd-tree traversal
Proceedings of the Conference on High Performance Graphics 2009
Faster incoherent rays: Multi-BVH ray stream tracing
Proceedings of the Conference on High Performance Graphics 2009
Cost prediction for ray shooting in octrees
Computational Geometry: Theory and Applications
Cost-driven octree construction schemes: an experimental study
Computational Geometry: Theory and Applications - Special issue on the 19th annual symposium on computational geometry - SoCG 2003
Three-dimensional level set based Bosch process simulations using ray tracing for flux calculation
Microelectronic Engineering
Computer graphics for water modeling and rendering: a survey
Future Generation Computer Systems
Dynamic sound rendering based on ray-caching
PCM'07 Proceedings of the multimedia 8th Pacific Rim conference on Advances in multimedia information processing
Use of geometry in finite element thermal radiation combined with ray tracing
Journal of Computational and Applied Mathematics
Multidimensional data structures for spatial applications
Algorithms and theory of computation handbook
ACM SIGGRAPH ASIA 2010 Courses
A scalable server for 3D metaverses
USENIX ATC'12 Proceedings of the 2012 USENIX conference on Annual Technical Conference
Parallelization and hardware support for ray tracing
EGGH'92 Proceedings of the Seventh Eurographics conference on Graphics Hardware
A micro 64-tree structure for accelerating ray tracing on a GPU
Proceedings of Graphics Interface 2013
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