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SRDH: Specializing BVH Construction and Traversal Order Using Representative Shadow Ray Sets.

, , and . High Performance Graphics, page 49-55. Eurographics Association, (2012)

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Other publications of authors with the same name

KrishnaCam: Using a longitudinal, single-person, egocentric dataset for scene understanding tasks., , and . WACV, page 1-9. IEEE Computer Society, (2016)Efficient BVH Construction via Approximate Agglomerative Clustering., , , and . High Performance Graphics, page 81-88. ACM, (2013)Finding Layers Using Hover Visualizations., , , and . Graphics Interface, page 16:1-16:9. Canadian Human-Computer Communications Society / ACM, (2019)Multi-Resolution Weak Supervision for Sequential Data., , , , , , , , , and 1 other author(s). NeurIPS, page 192-203. (2019)Space-time hierarchical occlusion culling for micropolygon rendering with motion blur., , , , and . High Performance Graphics, page 11-18. Eurographics Association, (2010)Aggregate G-Buffer Anti-Aliasing -Extended Version-., , , and . IEEE Trans. Vis. Comput. Graph., 22 (10): 2215-2228 (2016)Near-exhaustive precomputation of secondary cloth effects., , , , , and . ACM Trans. Graph., 32 (4): 87:1-87:8 (2013)Shader components: modular and high performance shader development., , , , and . ACM Trans. Graph., 36 (4): 100:1-100:11 (2017)Slang: language mechanisms for extensible real-time shading systems., , and . ACM Trans. Graph., 37 (4): 141:1-141:13 (2018)A lazy object-space shading architecture with decoupled sampling., , and . High Performance Graphics, page 19-28. Eurographics Association, (2010)