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A low-cost, practical acquisition and rendering pipeline for real-time free-viewpoint video communication., , и . Vis. Comput., 37 (3): 553-565 (2021)Voxel DAGs and Multiresolution Hierarchies: From Large-Scale Scenes to Pre-computed Shadows., , , , , , и . Eurographics (Tutorials), стр. 9-11. Eurographics Association, (2018)On the Degree of Vertices in a Shadow Volume Silhouette., и . J. Graphics, GPU, & Game Tools, 8 (4): 21-24 (2003)PERF: Performant, Explicit Radiance Fields., , и . Frontiers Comput. Sci., (2022)Beyond programmable shading (parts I and II)., , , , , , , , , и . SIGGRAPH Courses, стр. 7:1-7:312. ACM, (2009)Optimized View Frustum Culling Algorithms for Bounding Boxes., и . J. Graphics, GPU, & Game Tools, 5 (1): 9-22 (2000)Compressing Color Data for Voxelized Surface Geometry., , , и . IEEE Trans. Vis. Comput. Graph., 25 (2): 1270-1282 (2019)Real-Time Hair Filtering with Convolutional Neural Networks., , и . Proc. ACM Comput. Graph. Interact. Tech., 5 (1): 15:1-15:15 (2022)Dynamic Transparency for 3D Visualization: Design and Evaluation., , и . Int. J. Virtual Real., 8 (1): 75-88 (2009)Fast analytical motion blur with transparency., , и . Comput. Graph., (2021)