Papers by Author
Adabala
A Procedural Thread Texture Model. 8:3 (2003), 33–40.
by Neeharika Adabala and Nadia Magnenat-Thalmann
Agrawala
Efficient Shadows from Sampled Environment Maps. 11:1 (2006), 13–36.
by Aner Ben-Artzi, Ravi Ramamoorthi, and Maneesh Agrawala
Ahmad
A Hierarchical Hashing Scheme for Nearest Neighbor Search and Broad-Phase Collision Detection. 14:2 (2009), 45–59.
by Mickael Pouchol, Alexandre Ahmad, Benoit Crespin, and Olivier Terraz
Ahmed
One-Dimensional Resampling with Inverse and Forward Mapping Functions. 5:3 (2000), 11–33.
by George Wolberg, H. M. Sueyllam, M. A. Ismail, and K. M. Ahmed
Aila
Optimized Shadow Mapping Using the Stencil Buffer. 8:3 (2003), 23–32.
by Jukka Arvo and Timo AilaConservative and Tiled Rasterization Using a Modified Triangle Set-Up. 10:3 (2005), 1–8.
by Tomas Akenine-Möller and Timo Aila
Akenine-Möller
Fast 3D Triangle-Box Overlap Testing. 6:1 (2001), 29–33.
by Tomas Akenine-MöllerOn The Degree of Vertices in a Shadow Volume Silhouette. 8:4 (2003), 21–24.
by Tomas Akenine-Möller and Ulf AssarssonAn Evaluation Framework for Ray-Triangle Intersection Algorithms. 10:2 (2005), 13–26.
by Marta Löfsted and Tomas Akenine-MöllerConservative and Tiled Rasterization Using a Modified Triangle Set-Up. 10:3 (2005), 1–8.
by Tomas Akenine-Möller and Timo AilaOn Faster Sphere-Box Overlap Testing. 12:1 (2007), 3–8.
by Thomas Larsson, Tomas Akenine-Möller, and Eric LengyelTextured Shadow Volumes. 12:4 (2007), 59–72.
by Jon Hasselgren and Tomas Akenine-Möller
Akkouche
Direct Spherical Harmonic Transform of a Triangulated Mesh. 11:2 (2006), 17–26.
by M. Mousa, R. Chaine, and S. Akkouche
Alexa
An Improved Adjacency Data Structure for Fast Triangle Stripping. 10:2 (2005), 41–50.
by Patrick Reuter, Johannes Behr, and Marc Alexa
Alonso
Using Graphics Hardware to Speed Up Your Visibility Queries. 5:2 (2000), 33–47.
by Laurent Alonso and Nicolas Holzschuch
Andersen
Controlled Texture Pushing and Crossing Seams in UV Space Using Maya and Photorealistic Renderman. 9:4 (2004), 57–67.
by Ben Andersen and Kevin NooneThe Three-Dimensional Parametric Ellipse. 6:3 (2001), 45–48.
by Clark R. Andersen and William L. Buford, Jr.
Angel
The Deferred Accumulation Buffer. 4:3 (1999), 35–46.
by Patrick S. McCormick, Charles Hansen, and Edward Angel
Annen
Practical Shadow Mapping. 7:4 (2002), 9–18.
by Stefan Brabec, Thomas Annen, and Hans-Peter Seidel
Arvo
Stratified Sampling of Convex Quadrilaterals. 12:2 (2007), 1–12.
by James Arvo and Kevin NovinsOptimized Shadow Mapping Using the Stencil Buffer. 8:3 (2003), 23–32.
by Jukka Arvo and Timo AilaAlias-Free Shadow Maps using Graphics Hardware. 12:1 (2007), 47–59.
by Jukka Arvo
Ashikhmin
An Anisotropic Phong BRDF Model. 5:2 (2000), 25–32.
by Michael Ashikhmin and Peter ShirleySimple Blurry Reflections with Environment Maps. 7:4 (2002), 3–8.
by Michael Ashikhmin and Abhijeet GhoshGeneration of Stratified Samples for B-Spline Pixel Filtering. 10:1 (2005), 39–48.
by Michael Stark, Peter Shirley, and Michael Ashikhmin
Assarsson
Optimized View Frustum Culling Algorithms for Bounding Boxes. 5:1 (2000), 9–22.
by Ulf Assarsson and Tomas MöllerOn The Degree of Vertices in a Shadow Volume Silhouette. 8:4 (2003), 21–24.
by Tomas Akenine-Möller and Ulf AssarssonFast Precomputed Ambient Occlusion for Proximity Shadows. 12:2 (2007), 59–71.
by Mattias Malmer, Fredrik Malmer, Ulf Assarsson, and Nicolas Holzschuch
Augsdorfer
Removing Polar Rendering Artifacts in Subdivision Surfaces. 14:2 (2009), 61–76.
by Ursula H. Augsdorfer, Neil A. Dodgson, and Maclolm A. Sabin
