41 results on '"Nah, Jae-Ho"'
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2. Efficient Haze Removal from a Single Image Using a DCP-Based Lightweight U-Net Neural Network Model
3. An Architecture and Implementation of Real-Time Sound Propagation Hardware for Mobile Devices
4. Addition of an adaptive block-size determination feature to astcenc, the reference ASTC encoder
5. L-Bench: An Android benchmark set for low-power mobile GPUs
6. Z2 traversal order: An interleaving approach for VR stereo rendering on tile-based GPUs
7. TexSR: Image Super-Resolution for High-Quality Texture Mapping
8. Effective traversal algorithms and hardware architecture for pyramidal inverse displacement mapping
9. Adaptive undersampling for efficient mobile ray tracing
10. ASTC Block-Size Determination Method based on PSNR Values
11. gkDtree: A group-based parallel update kd-tree for interactive ray tracing
12. Effective Algorithm to Control Depth Level for Performance Improvement of Sound Tracing
13. An Implementation of Multi-Chip Architecture for Real-Time Ray Tracing Based on Parallel Frame Rendering
14. QuickETC2
15. QuickETC2: How to Finish ETC2 Compression within 1 ms
16. Load Balancing Algorithm for Real-Time Ray Tracing of Dynamic Scenes
17. A Practically Applicable Performance Prediction Model Based on Capabilities of Texture Mapping Units for Mobile GPUs
18. QickETC2: fast ETC2 texture compression using Luma differences.
19. Classified texture resizing for mobile devices
20. A Novel Performance Prediction Model for Mobile GPUs
21. Z 2 traversal order for VR stereo rendering on tile-based mobile GPUs
22. Cost-effective frame rate control for mobile GPUs
23. AXAA
24. Reusing MRTs for mobile GPUs
25. Geometry transition method to improve ray-tracing precision
26. RayCore
27. SATO: Surface Area Traversal Order for Shadow Ray Tracing
28. Z2traversal order: An interleaving approach for VR stereo rendering on tile-based GPUs
29. SGRT
30. Node pre-fetching architecture for real-time ray tracing
31. Geometry transition method to improve ray-tracing precision.
32. Erratum: Efficient ray sorting for the tracing of incoherent rays [IEICE Electronics Express Vol.9 (2012), No. 9 pp.849-854]
33. SGRT
34. Efficient ray sorting for the tracing of incoherent rays
35. T&I engine
36. Ordered depth-first layouts for ray tracing
37. MobiRT
38. HART: A Hybrid Architecture for Ray Tracing Animated Scenes.
39. RayCore: A Ray-Tracing Hardware Architecture for Mobile Devices.
40. A novel mobile GPU architecture based on ray tracing.
41. SGRT.
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