Computing Centroidal Voronoi Tessellation Using the GPU | 1 | 0.35 | 2020 |
Computing Three-Dimensional Constrained Delaunay Refinement Using the GPU | 0 | 0.34 | 2019 |
Flip to Regular Triangulation and Convex Hull. | 1 | 0.35 | 2017 |
A GPU accelerated algorithm for 3D Delaunay triangulation | 6 | 0.46 | 2014 |
gHull: A GPU algorithm for 3D convex hull | 4 | 0.41 | 2013 |
Flip-flop: convex hull construction via star-shaped polyhedron in 3D | 6 | 0.47 | 2013 |
Computing 2D Constrained Delaunay Triangulation Using the GPU | 12 | 0.92 | 2012 |
gHull: a three-dimensional convex hull algorithm for graphics hardware | 2 | 0.38 | 2011 |
Efficient implementation of point set reconstruction by multi-layer peeling algorithm | 0 | 0.34 | 2011 |
Parallel Banding Algorithm to compute exact distance transform with the GPU | 69 | 1.93 | 2010 |
Optimizing the parallel computation of linear recurrences using compact matrix representations | 2 | 0.42 | 2009 |
Impact of vertex clustering on registration-based 3D dynamic mesh coding | 2 | 0.37 | 2008 |
Computing two-dimensional Delaunay triangulation using graphics hardware | 24 | 1.20 | 2008 |
Variants of Jump Flooding Algorithm for Computing Discrete Voronoi Diagrams | 13 | 0.76 | 2007 |
Utilizing jump flooding in image-based soft shadows | 1 | 0.41 | 2006 |
Jump flooding in GPU with applications to Voronoi diagram and distance transform | 88 | 3.65 | 2006 |
Surface reconstruction by layer peeling | 0 | 0.34 | 2006 |
Generating an ω-tile set for texture synthesis. | 3 | 0.41 | 2005 |
Utilizing edge to extract roads in high-resolution satellite imagery | 2 | 0.63 | 2005 |
Rendering anti-aliased line segments | 1 | 0.35 | 2005 |
Anti-aliasing and continuity with trapezoidal shadow maps | 45 | 2.70 | 2004 |
Interactive control of component-based morphing | 4 | 0.48 | 2003 |
Preprocessing occlusion for real-time selective refinement | 9 | 0.71 | 1999 |
Computing bounding volume hierarchies using model simplification | 7 | 1.00 | 1999 |
Shape extraction for a polygon mesh | 0 | 0.34 | 1999 |
Collision detection framework using model simplification | 0 | 0.34 | 1998 |
Model simplification using vertex-clustering | 64 | 3.66 | 1997 |
An Optimal Bound for High-Quality Conforming Triangulations | 3 | 0.42 | 1996 |
An optimal bound for conforming quality triangulations: (extended abstract) | 1 | 0.56 | 1994 |
A quadratic time algorithm for the minmax length triangulation | 22 | 2.66 | 1993 |
Performance comparison of PC LAN file servers—an experimental study | 6 | 0.63 | 1988 |