Követés
Matthias Wloka
Matthias Wloka
Visual Concepts, Take Two Inc.
E-mail megerősítve itt: vcentertainment.com
Cím
Hivatkozott rá
Hivatkozott rá
Év
Resolving occlusion in augmented reality
MM Wloka, BG Anderson
Proceedings of the 1995 symposium on Interactive 3D graphics, 5-12, 1995
1941995
Lag in multiprocessor virtual reality
MM Wloka
Presence: Teleoperators & Virtual Environments 4 (1), 50-63, 1995
1731995
An object-oriented framework for the integration of interactive animation techniques
RC Zeleznik, DB Conner, MM Wloka, DG Aliaga, NT Huang, PM Hubbard, ...
ACM SIGGRAPH Computer Graphics 25 (4), 105-112, 1991
1491991
The virtual tricorder: a uniform interface for virtual reality
MM Wloka, E Greenfield
Proceedings of the 8th annual ACM symposium on User interface and software …, 1995
1351995
System and method for creating a vector map in a hardware graphics pipeline
MM Wloka, GE James
US Patent 6,765,584, 2004
1032004
Batch, batch, batch: What does it really mean
M Wloka
Presentation at game developers conference, 2003
682003
Programming graphics hardware
R Fernando, M Harris, M Wloka, C Zeller
EUROGRAPHICS 2004 Tutorial Note, 2004
602004
Culling in a vertex processing unit
MM Wloka, DS Dietrich Jr
US Patent 7,468,726, 2008
482008
Interactive real-time motion blur
MM Wloka, RC Zeleznik
The Visual Computer 12, 283-295, 1996
481996
Interacting with virtual reality
MM Wloka
Virtual Prototyping: Virtual environments and the product design process …, 1995
461995
Using a graphics processing unit to correct video and audio data
MM Wloka
US Patent 7,750,956, 2010
382010
Runahead execution for graphics processing units
MM Wloka, M Shebanow
US Patent 8,035,648, 2011
292011
Improved batching via texture atlases
M Wloka
Shader X3: Advanced Rendering with DirectX and OpenGL, 155-167, 2005
192005
Batch, batch, batch
M Wloka
what does it really mean? Game Developers Conference, 2003, 2003
162003
Vertex shader introduction
C Maughan, M Wloka
NVIDIA Technical Brief, 2001
152001
Using a graphics processing unit to correct video and audio data
MM Wloka
US Patent 8,456,548, 2013
132013
Using a graphics processing unit to correct video and audio data
MM Wloka
US Patent 8,456,547, 2013
122013
Using a graphics processing unit to correct video and audio data
MM Wloka
US Patent 8,456,549, 2013
122013
Optimizing the graphics pipeline
C Cebenoyan, M Wloka
Game Developer’s Conference, 2003
122003
Fresnel reflection
M Wloka
Nvidia SDK White Paper WP-01401-001-v01. Santa Clara, CA, Nvidia Corporation, 2004
112004
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