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A system for rapid, automatic shader level-of-detail., , , и . ACM Trans. Graph., 34 (6): 187:1-187:12 (2015)Efficient GPU rendering of subdivision surfaces using adaptive quadtrees., , , , и . ACM Trans. Graph., 35 (4): 113:1-113:12 (2016)Brook for GPUs: stream computing on graphics hardware., , , , , , и . ACM Trans. Graph., 23 (3): 777-786 (2004)Beyond programmable shading (parts I and II)., , , , , , , , , и . SIGGRAPH Courses, стр. 7:1-7:312. ACM, (2009)Slang: language mechanisms for extensible real-time shading systems., , и . ACM Trans. Graph., 37 (4): 141 (2018)Shader components: modular and high performance shader development., , , , и . ACM Trans. Graph., 36 (4): 100:1-100:11 (2017)Parallel computing for graphics., , и . SIGGRAPH ASIA Courses, стр. 15:1-15:5. ACM, (2008)Efficient partitioning of fragment shaders for multiple-output hardware., , и . Graphics Hardware, стр. 45-53. Eurographics Association, (2004)Supporting Unified Shader Specialization by Co-opting C++ Features., , , и . Proc. ACM Comput. Graph. Interact. Tech., 5 (3): 25:1-25:17 (2022)A system for rapid exploration of shader optimization choices., , и . ACM Trans. Graph., 35 (4): 112:1-112:12 (2016)