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SIGGRAPH Future Directions for Compute-for-Graphics - EAwww.ea.com › seed › news › seed-siggraph2017-compute-for-graphics
www.ea.com
... SEED's Andrew Lauritzen explores example rendering algorithms that we want to express in a composable, reusable and performance-portable manner.
Andrew T. Lauritzen | Author | Microsoft Academicacademic.microsoft.com › author › publication
academic.microsoft.com
Andrew Lauritzen 1,. Aaron Lefohn 1. Intel · Shadow mapping · Rendering (computer graphics). View More (4+). We introduce adaptive volumetric shadow maps ...
Graphics and Game Gems Database - Andrew Lauritzengameenginegems.com › gemsdb › author
gameenginegems.com
Articles by Andrew Lauritzen. Summed-Area Variance Shadow Maps. Andrew Lauritzen. GPU Gems 3, Pages 157–182. Adaptive Volumetric Shadow Maps.
Graphics and Game Gems Database - Andrew Lauritzenwww.gameenginegems.net › gemsdb › author
www.gameenginegems.net
Graphics and Game Gems Database. Book List · Article Search · Author Search. Articles by Andrew Lauritzen. Summed-Area Variance Shadow Maps. Andrew ...
OpenGL Development Cookbook - Google Books Resultbooks.google.de › books
books.google.de
Proceedings of the symposium on Interactive 3D graphics and games, Variance Shadow Maps, pages William Donnelly, Andrew Lauritzen - GPU ...
Future Directions for Compute-for-Graphics - SlideSharewww.slideshare.net › DICEStudio › future-directions-for-computeforgraph...
www.slideshare.net
1. Future Directions for Compute-for-Graphics Andrew Lauritzen Senior Rendering Engineer, SEED @AndrewLauritzen · 2. Who am I? · 3. Renderer Complexity is ...
Andrew Lauritzen - Home - ACM Digital Librarydl.acm.org › profile
dl.acm.org
cascaded shadow maps graphics hardware real-time rendering rendering shader programming shadow maps shadows Z-partitioning ...
Efficient Rendering with DirectX* 12 on Intel® Graphics
www.slideshare.net
DirectX 12 is coming, and it brings significant improvements to the performance and power efficiency of rendering. In this session, attendees will learn how to…
realtimecollisiondetection.net – the blog » A brief graphics blog...
realtimecollisiondetection.net
Maps (as described by Andrew Lauritzen on the Beyond3D forums). Angelo Pesce has a nice (though much too dark Angelo) graphics blog ...
Future Directions for ComputeforGraphics Andrew Lauritzen Senior ...slidetodoc.com › future-directions-for-computeforgraphics-andrew-lauritze...
slidetodoc.com
Future Directions for Compute-for-Graphics Andrew Lauritzen Senior Rendering Engineer, SEED @Andrew. Lauritzen.
Intel's Andrew Lauritzen on Game Development, DX12 and Morewww.waskul.tv › Topics › CPU
www.waskul.tv
Intel Graphics Software Engineer Andrew Lauritzen and Steve Waskul talk about what Intel has been doing to help developers with game development including ...
Eurographics Symposium on Rendering papers on the webkesen.realtimerendering.com › ...
kesen.realtimerendering.com
... Kiril Vidimce, Andrew Lauritzen, Aaron Lefohn; Dynamic Construction of Concurrent Linked-Lists for Real-Time Rendering: Jason Yang, Justin Hensley, ...
Layered variance shadow maps - Graphics Interfacegraphicsinterface.org › ... › GI › Layered variance shadow maps
graphicsinterface.org
Layered variance shadow maps. Andrew Lauritzen, Michael McCool. Proceedings of Graphics Interface 2008: Windsor, Ontario, Canada, May 2008,
OGRE: Bibliography - GitHub Pagesogrecave.github.io › ogre › api › citelist
ogrecave.github.io
William Donnelly and Andrew Lauritzen. Variance shadow maps. In SI3D '06: Proceedings of the symposium on Interactive 3D graphics and games, ...
[PDF] Layered variance shadow maps | Semantic Scholarwww.semanticscholar.org › paper › Layered-variance-shadow-maps-Laurit...
www.semanticscholar.org
Andrew Lauritzen, M. McCool; Published in Graphics Interface 28 May 2008; Computer Science. Shadow maps are commonly used in real-time rendering, ...
William Donnelly
sites.google.com
As an undergraduate student in computer science I published several articles on computer graphics. The best known of these, with Andrew Lauritzen, introduced ...
Andrew Lauritzen: Graphics guy at Intel Corp.
www.allthepeople.net
Andrew Lauritzen - Graphics guy at Intel Corp.
Intel's Andrew Lauritzen on Intel Graphics, APIs, DX 12 and Game Devwww.waskul.tv › Topics › CPU
www.waskul.tv
Intel Graphics Software Engineer Andrew Lauritzen talks about what Intel has been doing with graphics drivers, APIs, DirectX 12, and game developers.
Project Magma :: Myth II v Update
projectmagma.net
Myth II v Credits. Core Team: David Bregman, Windows, Graphics, UI and Core Programming Alexei Svitkine, Mac and Core Programming Andrew Lauritzen ...
Adaptive Volumetric Shadow Maps - Kiril Vidimčevidimce.org › publications › avsm
vidimce.org
Citation: Marco Salvi, Kiril Vidimče, Andrew Lauritzen, and Aaron Lefohn, Adaptive Volumetric Shadow Maps, In Computer Graphics Forum (Proceedings of ...
Advances in Real-Time Rendering in 3D Graphics and Games - SIGGRAPH...
advances.realtimerendering.com
Andrew Lauritzen (Intel). Adaptive Volumetric Shadow Maps. Marco Salvi (Intel). Uncharted 2: Character Lighting and Shading. John Hable ...
Bibliography - OGREogrecave.github.io › ogre › api › citelist
ogrecave.github.io
William Donnelly and Andrew Lauritzen. Variance shadow maps. In SI3D '06: Proceedings of the symposium on Interactive 3D graphics and games, pages ...
Developed by You 3D Optimization for Intel® Graphics, Gen9 Andrew...
slideum.com
Developed by You 1 3D Optimization for Intel® Graphics, Gen9 Andrew Lauritzen - Graphics Software Engineer, Intel Corporation Michael Apodaca - Principal ...
Kiril Vidimče: Publications
vidimce.org
Adaptive Volumetric Shadow Maps, Marco Salvi, Kiril Vidimče, Andrew Lauritzen, Aaron Lefohn. Computer Graphics Forum (Proceedings of EGSR 2010).
KIT - Computergrafik - Lehrveranstaltungen - Ältere Semester (Archiv)
cg.ivd.kit.edu
William Donnelly and Andrew Lauritzen. Variance shadow maps. In Proceedings of the Symposium on Interactive 3D Graphics and ...
PresentMon: Performance In DirectX, OpenGL, And Vulkan | Tom's...
www.tomshardware.com
Bars, curves, or both? We explain how we benchmark graphics cards and present our results, including a look at software developed in-house to make this easier.
The Order: Devs Explain Tech for Shadows and Materials; "Just...
www.dualshockers.com
The upcoming PS4 exclusive The Order: definitely pushes the technolofy envelope in many aspects of its rendering, and Ready at Dawn's Graphics and
KIT - Computer Graphics - Teaching - Winter Term Proseminar...
cg.ivd.kit.edu
William Donnelly and Andrew Lauritzen. Variance shadow maps. In Proceedings of the Symposium on Interactive 3D Graphics and Games, I3D '06, pages ...
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