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Human upper-body inverse kinematics for increased embodiment in consumer-grade virtual reality., , , and . VRST, page 23:1-23:10. ACM, (2018)UNOC: Understanding Occlusion for Embodied Presence in Virtual Reality., , , , , , , and . CoRR, (2020)Are van Emde Boas trees viable on the GPU?, , , and . HPEC, page 1-7. IEEE, (2021)Ouroboros: virtualized queues for dynamic memory management on GPUs., , , and . ICS, page 38:1-38:12. ACM, (2020)An Educational Physics Laboratory in Mobile Versus Room Scale Virtual Reality - A Comparative Study., , , and . REV, 22, page 1029-1043. Springer, (2017)Collaborative Control for Geometry-Conditioned PBR Image Generation., , , , , , , and . CoRR, (2024)DONeRF: Towards Real-Time Rendering of Neural Radiance Fields using Depth Oracle Networks., , , , , , and . CoRR, (2021)StopThePop: Sorted Gaussian Splatting for View-Consistent Real-time Rendering., , , , , and . CoRR, (2024)MotionDeltaCNN: Sparse CNN Inference of Frame Differences in Moving Camera Videos with Spherical Buffers and Padded Convolutions., , , , , , and . ICCV, page 17246-17255. IEEE, (2023)MotionDeltaCNN: Sparse CNN Inference of Frame Differences in Moving Camera Videos., , , , , , and . CoRR, (2022)