GPU Gems: Programming Techniques, Tips and Tricks for Real-Time Graphics
By Randima Fernando. 2004
404 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/c583c886a27db293ef05bc51e185b5d97450d8f9
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
- Tomas Simon
- Jonathan T. Barron
- Stephen Lombardi
- Yaser Sheikh
- Xiuming Zhang
- Xuaner Cecilia Zhang
- Gabriel Schwartz
- Jason M. Saragih
Citations in the corpus
- Neural volumes (2019, methodology): “Our rendering model is based on classical volume ray marching [Ikits et al. 2004; Levoy 1988], but we introduce the concept of a warp field to it: instead of directly sampling color and opacity along the ray, we first sample a 3D warp field encoding the location (within a template voxel grid) from…”
- Portrait shadow manipulation (2020, background): “We approximate the subsurface scattering appearance by uniformly blurring M in with a different kernel per color channel, borrowing from Fernando (2004).”