- Timestamp:
- 09/22/06 19:05:14 (18 years ago)
- File:
-
- 1 edited
Legend:
- Unmodified
- Added
- Removed
-
GTP-Internal/trunk/Webpage/NOF/gtp_webpage/Preview/body_aaa.html
r1412 r1477 12 12 </STYLE> 13 13 </HEAD> 14 <BODY NOF="(MB=(DefaultMasterBorder, 121, 61, 171, 0), L=(PublicationsLayout, 875, 895))" TOPMARGIN=0 LEFTMARGIN=0 MARGINWIDTH=0 MARGINHEIGHT=0>14 <BODY NOF="(MB=(DefaultMasterBorder, 121, 61, 171, 0), L=(PublicationsLayout, 875, 2074))" TOPMARGIN=0 LEFTMARGIN=0 MARGINWIDTH=0 MARGINHEIGHT=0> 15 15 <TABLE BORDER=0 CELLSPACING=0 CELLPADDING=0 WIDTH=788 NOF=LY> 16 16 <TR VALIGN=TOP ALIGN=LEFT> … … 22 22 <TD WIDTH=754 CLASS="TextObject"> 23 23 <UL> 24 <LI>Michael Wimmer, Jiri Bittner: <A HREF="http://developer.nvidia.com/object/gpu_gems_2_home.html" TARGET="_blank"><B>Hardware Occlusion Queries Made Useful,</B></A> GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation, pages 91-108. </LI> 25 <LI>Alex Méndez, Mateu Sbert, Jordi Catà , Nico Sunyer, Sergi Funtane: <A HREF="http://www.shaderx4.com/" TARGET="_blank"><B>Real-time Obscurances with Color Bleeding,</B></A> ShaderX4: Advanced Rendering Techniques, Edited by Wolfgang Engel, Charles River Media, 2005. </LI> 24 <H3>2006</H3> 25 <LI><A HREF="http://www.cg.tuwien.ac.at/staff/IvanViola.html">Ivan Viola</A>, <A HREF="http://ima.udg.es/~feixas/">Miquel Feixas</A>, <A HREF="http://ima.udg.es/~mateu/">Mateu Sbert</A>, <A HREF="http://www.cg.tuwien.ac.at/staff/EduardGroeller.html">Meister Eduard Groller</A>, <B><A HREF="http://www.gametools.org/archives/publications/VUT_TVCG2006.pdf">Importance-Driven Focus of Attention</A>, </B><I>IEEE Transactions on Visualization and Computer Graphics</I>, 12(5):933-940, October 2006. </LI> 26 <LI><A HREF="http://www.cg.tuwien.ac.at/staff/MarkusGiegl.html">Markus Giegl</A>, <A HREF="http://www.cg.tuwien.ac.at/staff/MichaelWimmer.html">Michael Wimmer</A>, <B><A HREF="http://www.gametools.org/archives/publications/VUT_CGF2006.pdf">Unpopping: Solving the Image-Space Blend Problem for Smooth Discrete LOD Transition</A>, </B><I>accepted for Computer Graphics Forum</I>, ():-, 2006.</LI> 27 <LI><A HREF="http://www.cg.tuwien.ac.at/staff/PeterWonka.html">Peter Wonka</A>, <A HREF="http://www.cg.tuwien.ac.at/staff/MichaelWimmer.html">Michael Wimmer</A>, Kaichi Zhou, Stefan Maierhofer, <A HREF="http://www.cg.tuwien.ac.at/staff/GerdHesina.html">Gerd Hesina</A>, Alexander Reshetov, <B><A HREF="http://www.gametools.org/archives/publications/VUT_TG2006.pdf">Guided Visibility Sampling</A>, </B><I>ACM Transactions on Graphics,</I> 25(3):-, July 2006. </LI> 28 <LI><A HREF="http://www.cg.tuwien.ac.at/staff/OliverMattausch.html">Oliver Mattausch</A>, <A HREF="http://www.cg.tuwien.ac.at/staff/JiriBittner.html">Jiri Bittner</A>, <A HREF="http://www.cg.tuwien.ac.at/staff/MichaelWimmer.html">Michael Wimmer</A>, <B><A HREF="http://www.gametools.org/archives/publications/VUT_EGSR2006.pdf">Adaptive Visibility-Driven View Cell Construction</A>, </B>In <I>Rendering Techniques 2006 (Proceedings of the Eurographics Symposium on Rendering 2006)</I>, pages -. June 2006.</LI> 29 <LI>Vlastimil Havran, <A HREF="http://www.cg.tuwien.ac.at/staff/JiriBittner.html">Jiri Bittner</A>, <B><A HREF="http://www.gametools.org/archives/publications/tut4eg06.pdf">Efficient Sorting and Searching in Rendering Algorithms</A></B></LI> 30 <LI>C. Rebollo, I. Remolar, M. Chover, and J. Gumbau, <A HREF="http://www.gametools.org/archives/publications/UJI_ISCIS2006.pdf"><B>Hardware-Oriented Visualisation of Trees</B></A>, ISCIS 2006, LNCS 4263 proceedings.</LI> 31 <LI>F. Ramos, M. Chover, O. Ripolles and C. Granell, <A HREF="http://www.gametools.org/archives/publications/UJI_DGCI2006.pdf"><B>Continuous Level of Detail on Graphics Hardware</B></A>, Lecture Notes in Computer Science Vol. 4245.Proceedings of the 13th International Conference on Discrete Geometry for Computer Imagery, 2006. ISBN: 3-540-47651-2.</LI> 32 <LI>F. Ramos, M. Chover, O. Ripolles and C. Granell, <A HREF="http://www.gametools.org/archives/publications/UJI_VIIP2006.pdf"><B>Efficient Implementation of LodStrips</B></A>, Proceedings of the Sixth IASTED International Conference on Visualization, Imaging and Image Processing, ISBN 0-88986-598-1, ISSN 1482-7921, pp. 365-370. 2006.</LI> 33 <LI>P. Castelló, M. Sbert, M. Chover, M. Feixas, <A HREF="http://www.gametools.org/archives/publications/UJI_ICCS2006_2.pdf"><B>Techniques for Computing Viewpoint Entropy of a 3D Scene</B></A>, ICCS 2006, University of Reading, UK, May, 2006.</LI> 34 <LI>O. Belmonte, S. Aguado, S. Sancho, <A HREF="http://www.gametools.org/archives/publications/UJI_ICCS2006.pdf"><B>Triangle Strip Multiresolution Modelling using sorted edges</B></A>, ICCS 2006, University of Reading, UK, May, 2006.</LI> 26 35 <LI>Celso Campos, Ricardo Quiros, Joaquin Huerta, Emilio Camahort, Roberto Vivo, Javier Lluch: <A HREF="http://www.gametools.org/archives/publications/UPV_UJI_ccampos_cggm2006.pdf"><B>A Multiresolution Model for Non-Photorealistic Rendering of Trees</B></A>, Fifth International Workshop on Computer Graphics and Geometric Modeling - CGGM 2006.</LI> 27 36 <LI>C. Rebollo, I. Remolar, M. Chover, O. Ripollés: <A HREF="http://www.gametools.org/archives/publications/UJI_WSCG2006.pdf"><B>An efficient continuous level of detail model for foliage</B></A>, Journal of WSCG, University of West Bohemia, ISBN/ISSN ISBN 80-86943-05-4, Plzen (Czech Republic), February 2006 </LI> 28 37 <LI>J. Gumbau, M. Chover: <A HREF="http://www.gametools.org/archives/publications/UJI_WSCG2006_2.pdf"><B>Conceptual design of a programmable geometry generator</B></A>, Journal of WSCG, University of West Bohemia, ISBN/ISSN ISBN 80-86943-05-4, Plzen (Czech Republic), February 2006 </LI> 38 <LI>Szirmay-Kalos László, Szécsi László, Mateu Sbert: <B><A HREF="http://www.iit.bme.hu/~szirmay/gpugi_link.htm">GPUGI: Global Illumination Effects on the GPU</A></B>, Eurographics Tutorial, 2006. </LI> 39 <LI>Szécsi László, Szirmay-Kalos László, Mateu Sbert: <B><A HREF="http://www.iit.bme.hu/~szirmay/precomp_link.htm">Light Animation with Precomputed Light Paths on the GPU</A></B>, Graphics Interface 2006. </LI> 40 <LI>Szirmay-Kalos László, Lazányi István: <B><A HREF="http://www.iit.bme.hu/~szirmay/ibld7_link.htm">Indirect Diffuse and Glossy Illumination on the GPU</A></B>, SCCG, 2006. </LI> 41 <LI>Barsi Attila, Szirmay-Kalos László, Szécsi László: <B><A HREF="http://www.iit.bme.hu/~szirmay/ibrshadow_link.htm">Image-based Illumination on the GPU,</A></B> Machine Graphics and Vision, 2006. </LI> 42 <LI>Barnabás Aszódi, László Szirmay-Kalos: <B><A HREF="http://www.iit.bme.hu/~szirmay/softshadow_link.htm">Real-time Soft Shadows with Shadow Accumulation,</A></B> Eurographics Short Papers, 2006. </LI> 43 <LI>Tamás Umenhoffer, László Szirmay-Kalos, Gábor Szijártó: <B><A HREF="http://www.iit.bme.hu/~szirmay/firesmoke_link.htm">Spherical Billboards and their Application to Rendering Explosions</A></B>, Graphics Interface 2006. </LI> 44 <LI>Alex Méndez, Mateu Sbert, Jordi Catà, Nico Sunyer, Sergi Funtane: <A HREF="http://www.shaderx4.com/" TARGET="_blank"><B>Real-time Obscurances with Color Bleeding,</B></A> ShaderX4: Advanced Rendering Techniques, Edited by Wolfgang Engel, Charles River Media, 2006. </LI> 45 <UL> 46 <UL> 47 </UL> 48 </UL> 49 <H3>2005</H3> 50 <LI>Michael Wimmer, Jiri Bittner: <A HREF="http://developer.nvidia.com/object/gpu_gems_2_home.html" TARGET="_blank"><B>Hardware Occlusion Queries Made Useful,</B></A> GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation, pages 91-108. </LI> 29 51 <LI>O. Ripolles, M. Chover, F. Ramos: <A HREF="http://www.gametools.org/archives/publications/UJI_VIIP2005.pdf"><B>Quality strips for models with level of detail</B></A>, Proc. of Visualization, Imaging and Image Processing (VIIP 2005), ISBN/ISSN 0-88986-528-0, Benidorm, pp. 268-273, September 2005 </LI> 30 52 <LI>O. Ripolles, M. Chover:<A HREF="http://www.gametools.org/archives/publications/UJI_CEIG2005.pdf"><B> Búsqueda de tiras para modelos multirresolución estáticos</B></A>, XV Congreso Español de Informática Gráfica, ISBN/ISSN 84-9732-431-5, Granada, pp. 117-123, September 2005 </LI> … … 38 60 <LI>Dimitri Plemenos, Jerome Grasset, Benoit Jaubert, Karim Tamine: <A HREF="http://www.graphicon.ru/proceedings2005/papers/Plemenos.pdf" TARGET="_blank"><B>Intelligent visibility-based 3D scene processing techniques for computer games,</B></A> Computer Graphics and Applications (GraphiCon'2005), Novosibirsk Akademgorodok, Russia, 2005. </LI> 39 61 <LI>Mateu Sbert, Jordi Palau: <A HREF="http://www.gametools.org/archives/publications/GameTools_MateuSbert_ITRA.pdf" TARGET="_blank"><B>GameTools: Advanced Tools for Developing Highly Realistic Computer Games</A></B> IVth ITRA World Conference, Alicante, 2005.</LI> 40 <LI> Ismael Garcia, Mateu Sbert, László Szirmay-Kalos: <B><A HREF="http://www.iit.bme.hu/~szirmay/tree_link.htm">Leaf Cluster Impostors for Tree Rendering with Parallax</A></B>, <I>Eurographics 2005, Short papers</I></LI> 41 <LI> Szirmay-Kalos László, Aszódi Barnabás, Lazányi István, Premecz Mátyás: <A HREF="http://www.iit.bme.hu/~szirmay/ibl_link.htm"><B>Approximate Ray-Tracing on the GPU with Distance Impostors,</A></B> Eurographics, 2005.</LI> 42 <LI> Szirmay-Kalos László, Mateu Sbert, Umenhoffer Tamás: <A HREF="http://www.iit.bme.hu/~szirmay/volreuse_link.htm"><B>Real-Time Multiple Scattering in Participating Media with Illumination Networks,</A></B> Eurographics Symposium on Rendering, 2005.</LI> 43 <LI> Umenhoffer Tamás, Szirmay-Kalos László: <A HREF="http://www.iit.bme.hu/~szirmay/felhos_link.htm"><B>Real-time Rendering of Cloudy Natural Phenomena with Hierarchical Depth Impostors,</A></B> Eurographics Short Papers, 2005.</LI> 44 <LI> Barsi Attila, Szirmay-Kalos László, Szijártó Gábor: <A HREF="http://www.iit.bme.hu/~szirmay/gpurad_link.htm"><B>Stochastic Glossy Global Illumination on the GPU,</A></B> SCCG, 2005.</LI> 45 <LI> Szirmay-Kalos László, Antal György, Mateu Sbert: <A HREF="http://www.iit.bme.hu/~szirmay/gowin_link.htm"><B>Go with the Winners Strategy in Path Tracing,</A></B> Journal of WSCG, 2005.</LI> 46 <LI> Stefan Jeschke, Michael Wimmer, Heidrun Schumann, Werner Purgathofer: <A HREF="http://www.gametools.org/archives/publications/VUT_ACM_Siggraph2005_jeschke-05-AIP-Paper.pdf"><B>Automatic Impostor Placement for Guaranteed Frame Rates and Low Memory Requirements</B></A><B>,</B> In Proceedings of ACM SIGGRAPH 2005 Symposium on Interactive 3D Graphics and Games. April 2005.</LI> 47 <LI> Pascual Castelló, José Francisco Ramos, Miguel Chover: <A HREF="http://www.gametools.org/archives/publications/UJI_ICSS2005.pdf"><B>A Comparative Study of Acceleration Techniques for Geometric Visualization</B></A><B>.</B> Fourth International Workshop on Computer Graphics and Geometric Modeling, CGGM 2005. 62 <LI>Szirmay-Kalos László, Aszódi Barnabás, Lazányi István, Premecz Mátyás: <B><A HREF="http://www.iit.bme.hu/~szirmay/ibl_link.htm">Approximate Ray-Tracing on the GPU with Distance Impostors,</A></B> Eurographics, 2005. </LI> 63 <LI>Szirmay-Kalos László, Mateu Sbert, Umenhoffer Tamás: <B><A HREF="http://www.iit.bme.hu/~szirmay/volreuse_link.htm">Real-Time Multiple Scattering in Participating Media with Illumination Networks,</A></B> Eurographics Symposium on Rendering, 2005. </LI> 64 <LI>Umenhoffer Tamás, Szirmay-Kalos László: <B><A HREF="http://www.iit.bme.hu/~szirmay/felhos_link.htm">Real-time Rendering of Cloudy Natural Phenomena with Hierarchical Depth Impostors,</A></B> Eurographics Short Papers, 2005. </LI> 65 <LI>Ismael Garcia, Mateu Sbert, László Szirmay-Kalos: <B><A HREF="http://www.iit.bme.hu/~szirmay/tree_link.htm">Leaf Cluster Impostors for Tree Rendering with Parallax</A></B>, <I>Eurographics 2005, Short papers</I></LI> 66 <LI>Barsi Attila, Szirmay-Kalos László, Szijártó Gábor: <B><A HREF="http://www.iit.bme.hu/~szirmay/gpurad_link.htm">Stochastic Glossy Global Illumination on the GPU,</A></B> SCCG, 2005. </LI> 67 <LI>Szirmay-Kalos László, Antal György, Mateu Sbert: <B><A HREF="http://www.iit.bme.hu/~szirmay/gowin_link.htm">Go with the Winners Strategy in Path Tracing,</A></B> Journal of WSCG, 2005. </LI> 68 <LI>Lazányi István, Szirmay-Kalos László: <B><A HREF="http://www.iit.bme.hu/~szirmay/fresnel_link.htm">Fresnel Term Approximations for Metals,</A></B> WSCG 2005. Short papers. </LI> 69 <LI>Stefan Jeschke, Michael Wimmer, Heidrun Schumann, Werner Purgathofer: <A HREF="http://www.gametools.org/archives/publications/VUT_ACM_Siggraph2005_jeschke-05-AIP-Paper.pdf"><B>Automatic Impostor Placement for Guaranteed Frame Rates and Low Memory Requirements</B></A><B>,</B> In Proceedings of ACM SIGGRAPH 2005 Symposium on Interactive 3D Graphics and Games. April 2005.</LI> 70 <LI>Pascual Castelló, José Francisco Ramos, Miguel Chover: <A HREF="http://www.gametools.org/archives/publications/UJI_ICSS2005.pdf"><B>A Comparative Study of Acceleration Techniques for Geometric Visualization</B></A><B>.</B> Fourth International Workshop on Computer Graphics and Geometric Modeling, CGGM 2005. 48 71 </UL> 49 72 </TD>
Note: See TracChangeset
for help on using the changeset viewer.