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KD-tree acceleration structures for a GPU raytracer.

, and . Graphics Hardware, page 15-22. Eurographics Association, (2005)

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Efficient GPU rendering of subdivision surfaces using adaptive quadtrees., , , , and . ACM Trans. Graph., 35 (4): 113:1-113:12 (2016)Beyond programmable shading (parts I and II)., , , , , , , , , and . SIGGRAPH Courses, page 7:1-7:312. ACM, (2009)Efficient partitioning of fragment shaders for multiple-output hardware., , and . Graphics Hardware, page 45-53. Eurographics Association, (2004)Parallel computing for graphics., , and . SIGGRAPH ASIA Courses, page 15:1-15:5. ACM, (2008)KD-tree acceleration structures for a GPU raytracer., and . Graphics Hardware, page 15-22. Eurographics Association, (2005)Programmable graphics: the future of interactive rendering., , , , , and . SIGGRAPH Classes, page 17:1-17:6. ACM, (2008)An overview of next-generation graphics APIs., , , , , , , and . SIGGRAPH Courses, page 4:1. ACM, (2015)Post-Tessellation Geometry Caches., , and . Eurographics (Short Papers), page 57-60. Eurographics Association, (2014)