Incremental collision-free feathering for animated surfaces. | 0 | 0.34 | 2017 |
Adaptive level set for fluid surface tracking | 0 | 0.34 | 2015 |
Cute Balloons with Thickness. | 0 | 0.34 | 2015 |
An Efficient Feathering System with Collision Control | 1 | 0.36 | 2015 |
Multiphase surface tracking with explicit contouring | 2 | 0.35 | 2014 |
Dynamic BFECC Characteristic Mapping method for fluid simulations | 2 | 0.36 | 2014 |
Erratum to: Dynamic BFECC Characteristic Mapping method for fluid simulations | 0 | 0.34 | 2014 |
Multi-resolution Shadow Mapping Using CUDA Rasterizer | 0 | 0.34 | 2013 |
Coherence-enhancing line drawing for color images | 2 | 0.37 | 2013 |
Multi-layer screen-space ambient occlusion using hybrid sampling | 0 | 0.34 | 2013 |
Accurate and efficient cross-domain visual matching leveraging multiple feature representations | 1 | 0.34 | 2013 |
Interactive coupling between a tree and raindrops | 2 | 0.37 | 2012 |
Abstract line drawings from photographs using flow-based filters. | 2 | 0.36 | 2012 |
Colorization using the rotation-invariant feature space. | 8 | 0.52 | 2011 |
Real-time coherent stylization for augmented reality | 8 | 0.53 | 2010 |
Fast soft shadow by depth peeling | 1 | 0.36 | 2010 |
FreePipe: a programmable parallel rendering architecture for efficient multi-fragment effects | 31 | 1.46 | 2010 |
Coherent depth test scheme in FreePipe | 1 | 0.39 | 2010 |
Practical hybrid pre-filtering shadow maps | 0 | 0.34 | 2009 |
CUDA renderer: a programmable graphics pipeline | 1 | 0.36 | 2009 |
Bucket depth peeling | 0 | 0.34 | 2009 |
Single pass depth peeling via CUDA rasterizer | 11 | 0.98 | 2009 |
A Fast Method for Real-time Computation of Approximated Global Illumination | 0 | 0.34 | 2009 |
Efficient depth peeling via bucket sort | 29 | 1.89 | 2009 |
Practical hybrid pre-filtering shadow maps. | 0 | 0.34 | 2008 |
Mesh Deformation Under Skeleton-Based Detail-Preservation | 0 | 0.34 | 2007 |
Variable-Code-Mode-Based Connectivity Compression for Triangular Meshes | 1 | 0.48 | 2007 |
Simulation and interaction of fluid dynamics | 3 | 0.43 | 2007 |
Stable and efficient miscible liquid-liquid interactions | 9 | 0.50 | 2007 |
Simulation Of Miscible Binary Mixtures Based On Lattice Boltzmann Method | 19 | 1.08 | 2006 |
View-dependent refinement of multiresolution meshes using programmable graphics hardware | 10 | 0.59 | 2006 |
Perception-Guided simplification for real time navigation of very large-scale terrain environments | 0 | 0.34 | 2006 |
Simulation of Fluid Dynamics and Interactions | 1 | 0.34 | 2006 |
Interactively rendering dynamic caustics on GPU | 1 | 0.36 | 2006 |
Interactive transmission of highly detailed surfaces | 0 | 0.34 | 2005 |
Dynamic LOD on GPU. | 20 | 1.33 | 2005 |
Recovery of material under complex illumination conditions | 2 | 0.37 | 2004 |
Real-time 3D fluid simulation on GPU with complex obstacles | 39 | 2.71 | 2004 |
P-quadtrees: a point and polygon hybrid multi-resolution rendering approach | 1 | 0.36 | 2004 |
An Improved Study Of Real-Time Fluid Simulation On Gpu | 29 | 1.84 | 2004 |
Accelerated backward warping | 1 | 0.36 | 2003 |
Feature-based visibility-driven CLOD for terrain | 5 | 0.57 | 2003 |
A hybrid representation of environment models in image-based real time walkthrough | 6 | 0.46 | 2002 |
Point representation augmented to surface reconstruction in image-based VR | 1 | 0.36 | 2002 |
A hybrid method of image synthesis in IBR for novel viewpoints | 6 | 0.51 | 2000 |
An image-based virtual reality prototype system | 0 | 0.34 | 1998 |