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Mark Kilgard
Mark J. Kilgard is a graphics software engineer working at Nvidia. Prior to joining Nvidia, Mark Kilgard worked at Compaq and Silicon Graphics. While…
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Related topics
Related topics
11 relations
64-bit computing
Cg (programming language)
Development of Spore
Direct2D
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Papers overview
Semantic Scholar uses AI to extract papers important to this topic.
2016
2016
Collaging the Remains
L. Greer
2016
Corpus ID: 191933549
FADE IN:INT. APARTMENT-NIGHTA graduate student, LINDSAY GREER, sits on her couch, surrounded by books, papers, and various scraps…
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2013
2013
Higher Quality 2D Text Rendering
N. Rougier
2013
Corpus ID: 62656626
Even though text is pervasive in most 3D applications, there is surprisingly no native sup- port for text rendering in OpenGL. To…
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2013
2013
Higher Quality 2 D Text Rendering
N. Rougier
2013
Corpus ID: 15800480
Even though text is pervasive in most 3D applications, there is surprisingly no native support for text rendering in OpenGL. To…
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Highly Cited
2003
Highly Cited
2003
Practical and Robust Stenciled Shadow Volumes for Hardware-Accelerated Rendering
Cass W. Everitt
,
M. Kilgard
arXiv.org
2003
Corpus ID: 476474
Twenty-five years ago, Crow published the shadow volume approach for determining shadowed regions in a scene. A decade ago…
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2002
2002
Shadow Mapping and Shadow Volumes : Recent Developments in Real-Time Shadow Rendering University of British Columbia CS 514 Advanced Computer Graphics : Image Based Rendering Instructor : Wolfgang…
Andrew Nealen
2002
Corpus ID: 10416911
In recent years , both Williams’ original Z-buffer shadow mapping algorithm [Williams 1978] and Crow’s shadow volumes [Crow 1977…
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Highly Cited
2001
Highly Cited
2001
Watertight tessellation using forward differencing
Henry P. Moreton
SIGGRAPH/EUROGRAPHICS Conference On Graphics…
2001
Corpus ID: 14792042
In this paper we describe an algorithm and hardware for the tessellation of polynomial surfaces. While conventional forward…
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