GPU computing JD Owens, M Houston, D Luebke, S Green, JE Stone, JC Phillips Proceedings of the IEEE 96 (5), 879-899, 2008 | 3003 | 2008 |
The Replica dataset: A digital replica of indoor spaces J Straub, T Whelan, L Ma, Y Chen, E Wijmans, S Green, JJ Engel, ... arXiv preprint arXiv:1906.05797, 2019 | 790 | 2019 |
Neural 3d video synthesis from multi-view video T Li, M Slavcheva, M Zollhoefer, S Green, C Lassner, C Kim, T Schmidt, ... Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern …, 2022 | 395 | 2022 |
Interactive indirect illumination using voxel cone tracing C Crassin, F Neyret, M Sainz, S Green, E Eisemann Computer Graphics Forum 30 (7), 1921-1930, 2011 | 333 | 2011 |
Particle simulation using cuda S Green NVIDIA whitepaper 6, 121-128, 2010 | 242 | 2010 |
Screen space fluid rendering with curvature flow WJ van der Laan, S Green, M Sainz Proceedings of the 2009 symposium on Interactive 3D graphics and games, 91-98, 2009 | 196 | 2009 |
Ambient occlusion M Pharr, S Green GPU Gems 1, 279-292, 2004 | 114 | 2004 |
Octree-based sparse voxelization using the GPU hardware rasterizer C Crassin, S Green OpenGL Insights, 303-318, 2012 | 107 | 2012 |
Cuda particles S Green NVIDIA whitepaper 2 (3.2), 1, 2008 | 104 | 2008 |
Interactive fluid-particle simulation using translating Eulerian grids JM Cohen, S Tariq, S Green Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics …, 2010 | 78 | 2010 |
Real-time approximations to subsurface scattering S Green GPU Gems 1 (263-278), 4, 2004 | 67 | 2004 |
The OpenGL framebuffer object extension S Green Game developers conference 2005, 2005 | 63 | 2005 |
Reconstructing scenes with mirror and glass surfaces. T Whelan, M Goesele, SJ Lovegrove, J Straub, S Green, R Szeliski, ... ACM Trans. Graph. 37 (4), 102, 2018 | 62 | 2018 |
Implementing improved perlin noise S Green GPU Gems 2, 409-416, 2005 | 45 | 2005 |
Interactive indirect illumination using voxel cone tracing: A preview C Crassin, F Neyret, M Sainz, S Green, E Eisemann Symposium on interactive 3D graphics and games, 207-207, 2011 | 37 | 2011 |
Stupid opengl shader tricks S Green Game Development Conference 2003, 2003 | 30 | 2003 |
Interactive indirect illumination using voxel-based cone tracing: an insight C Crassin, F Neyret, M Sainz, S Green, E Eisemann ACM SIGGRAPH 2011 Talks, 1-1, 2011 | 29 | 2011 |
Shader Model 3.0: Using Vertex Textures P Gerasimov, R Fernando, S Green White Paper, 2004 | 28 | 2004 |
Image processing tricks in OpenGL S Green Presentation at GDC 2005, 2, 2005 | 27 | 2005 |
Volumetric particle shadows S Green NVIDIA Developer Zone, 2008 | 22 | 2008 |