Perfectly Balanced: Improving Transfer and Robustness of Supervised Contrastive Learning. | 0 | 0.34 | 2022 |
Spotting Temporally Precise, Fine-Grained Events in Video. | 0 | 0.34 | 2022 |
Shoring up the foundations: fusing model embeddings and weak supervision. | 0 | 0.34 | 2022 |
R2E2: low-latency path tracing of terabyte-scale scenes using thousands of cloud CPUs | 0 | 0.34 | 2022 |
Mandoline: Model Evaluation Under Distribution Shift | 0 | 0.34 | 2021 |
Analysis of Faces in a Decade of US Cable TV News | 0 | 0.34 | 2021 |
Low-Shot Validation - Active Importance Sampling for Estimating Classifier Performance on Rare Categories. | 0 | 0.34 | 2021 |
Background Splitting: Finding Rare Classes in a Sea of Background | 0 | 0.34 | 2021 |
Large Batch Simulation for Deep Reinforcement Learning | 0 | 0.34 | 2021 |
Learning Rare Category Classifiers on a Tight Labeling Budget. | 0 | 0.34 | 2021 |
Vid2Player: Controllable Video Sprites That Behave and Appear Like Professional Tennis Players | 0 | 0.34 | 2021 |
Iterative Text-Based Editing of Talking-Heads Using Neural Retargeting | 0 | 0.34 | 2021 |
Fast and Three-rious: Speeding Up Weak Supervision with Triplet Methods | 0 | 0.34 | 2020 |
Design Adjectives: A Framework for Interactive Model-Guided Exploration of Parameterized Design Spaces | 0 | 0.34 | 2020 |
Creating An Agile Hardware Design Flow | 0 | 0.34 | 2020 |
Type-directed scheduling of streaming accelerators | 1 | 0.35 | 2020 |
Online Model Distillation For Efficient Video Inference | 1 | 0.36 | 2019 |
Learning to optimize halide with tree search and random programs | 10 | 0.59 | 2019 |
Finding Layers Using Hover Visualizations | 0 | 0.34 | 2019 |
Multi-Resolution Weak Supervision for Sequential Data | 0 | 0.34 | 2019 |
Exploratory Stage Lighting Design using Visual Objectives. | 0 | 0.34 | 2019 |
Scanner: Efficient Video Analysis at Scale. | 4 | 0.38 | 2018 |
Slang: language mechanisms for extensible real-time shading systems. | 1 | 0.35 | 2018 |
Shader components: modular and high performance shader development | 3 | 0.51 | 2017 |
The Rise of Mobile Visual Computing Systems. | 1 | 0.36 | 2016 |
Automatically Splitting a Two-Stage Lambda Calculus. | 4 | 0.41 | 2016 |
A system for rapid exploration of shader optimization choices. | 6 | 0.52 | 2016 |
Krishnacam: Using A Longitudinal, Single-Person, Egocentric Dataset For Scene Understanding Tasks | 7 | 0.42 | 2016 |
Aggregate G-Buffer Anti-Aliasing -Extended Version-. | 0 | 0.34 | 2016 |
A system for rapid, automatic shader level-of-detail | 7 | 0.47 | 2015 |
Aggregate G-buffer anti-aliasing | 8 | 0.53 | 2015 |
Extending the graphics pipeline with adaptive, multi-rate shading | 15 | 0.66 | 2014 |
Self-refining games using player analytics | 3 | 0.43 | 2014 |
Near-exhaustive precomputation of secondary cloth effects | 30 | 0.91 | 2013 |
Efficient BVH construction via approximate agglomerative clustering | 23 | 0.79 | 2013 |
SRDH: specializing BVH construction and traversal order using representative shadow ray sets | 9 | 0.52 | 2012 |
Reducing shading on GPUs using quad-fragment merging | 21 | 0.97 | 2010 |
Space-time hierarchical occlusion culling for micropolygon rendering with motion blur | 9 | 0.52 | 2010 |
A lazy object-space shading architecture with decoupled sampling | 15 | 0.74 | 2010 |
Reducing shading on GPUs using quad-fragment merging. | 0 | 0.34 | 2010 |
Data-parallel rasterization of micropolygons with defocus and motion blur | 41 | 2.27 | 2009 |
Beyond programmable shading (parts I and II) | 2 | 0.38 | 2009 |
GRAMPS: A programming model for graphics pipelines | 39 | 2.08 | 2009 |
DiagSplit: parallel, crack-free, adaptive tessellation for micropolygon rendering | 19 | 1.16 | 2009 |
GPUs a closer look. | 1 | 0.34 | 2008 |
A closer look at GPUs | 47 | 4.19 | 2008 |
Overview: making sense of GPU architectures | 1 | 0.35 | 2008 |
GPUs: A Closer Look | 6 | 0.70 | 2008 |
Beyond programmable shading: fundamentals | 2 | 0.50 | 2008 |
A portable runtime interface for multi-level memory hierarchies | 15 | 1.00 | 2008 |