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Scalable Ambient Obscurance.

, , and . High Performance Graphics, page 97-103. Eurographics Association, (2012)

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Efficient Triangle and Quadrilateral Clipping Within Shaders.. J. Graphics, GPU, & Game Tools, 15 (4): 216-224 (2011)Indirection mapping for quasi-conformal relief texturing., and . SI3D, page 191-198. ACM, (2008)Aggregate G-Buffer Anti-Aliasing -Extended Version-., , , and . IEEE Trans. Vis. Comput. Graph., 22 (10): 2215-2228 (2016)A Taxonomy of Bidirectional Scattering Distribution Function Lobes for Rendering Engineers., , , , , , and . MAM@EGSR, page 25-28. Eurographics Association, (2020)Improved Alpha Testing Using Hashed Sampling., and . IEEE Trans. Vis. Comput. Graph., 25 (2): 1309-1320 (2019)Foveated AR: dynamically-foveated augmented reality display., , , , , , , , , and 4 other author(s). ACM Trans. Graph., 38 (4): 99:1-99:15 (2019)Latency of 30 ms Benefits First Person Targeting Tasks More Than Refresh Rate Above 60 Hz., , , , , , , and . SIGGRAPH Asia Technical Briefs, page 110-113. ACM, (2019)Computer Graphics: Principles and Practice, , , , , , and . Addison-Wesley, Upper Saddle River, NJ, 3 edition, (2013)Adaptive temporal antialiasing., , , , and . High Performance Graphics, page 1:1-1:4. ACM, (2018)FirstPersonScience: Quantifying Psychophysics for First Person Shooter Tasks., , , , , and . CoRR, (2022)