2008 |
24 | EE | David P. Luebke:
CUDA: Scalable parallel programming for high-performance scientific computing.
ISBI 2008: 836-838 |
2007 |
23 | EE | Jeremy W. Sheaffer,
David P. Luebke,
Kevin Skadron:
A hardware redundancy and recovery mechanism for reliable scientific computation on graphics processors.
Graphics Hardware 2007: 55-64 |
22 | EE | David P. Luebke,
Greg Humphreys:
How GPUs Work.
IEEE Computer 40(2): 96-100 (2007) |
2006 |
21 | EE | Kevin Dale,
Jeremy W. Sheaffer,
Vinu Vijay Kumar,
David P. Luebke,
Greg Humphreys,
Kevin Skadron:
Applications of Small-Scale Reconfigurability to Graphics Processors.
ARC 2006: 99-108 |
20 | EE | David P. Luebke,
Mark Harris,
Naga K. Govindaraju,
Aaron E. Lefohn,
Mike Houston,
John D. Owens,
Mark Segal,
Matthew Papakipos,
Ian Buck:
S07 - GPGPU: general-purpose computation on graphics hardware.
SC 2006: 208 |
19 | EE | Rui Wang,
John Tran,
David P. Luebke:
All-frequency relighting of glossy objects.
ACM Trans. Graph. 25(2): 293-318 (2006) |
2005 |
18 | | Anselmo Lastra,
Marc Olano,
David P. Luebke,
Hanspeter Pfister:
Proceedings of the 2005 Symposium on Interactive 3D Graphics, SI3D 2005, April 3-6, 2005, Washington, DC, USA
ACM 2005 |
17 | EE | Jeremy W. Sheaffer,
Kevin Skadron,
David P. Luebke:
Studying Thermal Management for Graphics-Processor Architectures.
ISPASS 2005: 54-65 |
16 | EE | Abhinav Dayal,
Cliff Woolley,
Benjamin Watson,
David P. Luebke:
Adaptive Frameless Rendering.
Rendering Techniques 2005: 265-275 |
15 | EE | Radu Stoleru,
Tian He,
John A. Stankovic,
David P. Luebke:
A high-accuracy, low-cost localization system for wireless sensor networks.
SenSys 2005: 13-26 |
14 | EE | Rui Wang,
John Tran,
David P. Luebke:
All-frequency interactive relighting of translucent objects with single and multiple scattering.
ACM Trans. Graph. 24(3): 1202-1207 (2005) |
13 | EE | Benjamin Watson,
David P. Luebke:
The Ultimate Display: Where Will All the Pixels Come From?
IEEE Computer 38(8): 54-61 (2005) |
2004 |
12 | EE | Jeremy W. Sheaffer,
David P. Luebke,
Kevin Skadron:
A flexible simulation framework for graphics architectures.
Graphics Hardware 2004: 85-94 |
11 | | Rui Wang,
John Tran,
David P. Luebke:
All-Frequency Relighting of Non-Diffuse Objects using Separable BRDF Approximation.
Rendering Techniques 2004: 345-354 |
2003 |
10 | EE | Rui Wang,
David P. Luebke:
Efficient Reconstruction of Indoor Scenes with Color.
3DIM 2003: 402-409 |
9 | EE | Nolan Goodnight,
Cliff Woolley,
Gregory Lewin,
David P. Luebke,
Greg Humphreys:
A multigrid solver for boundary value problems using programmable graphics hardware.
Graphics Hardware 2003: 102-111 |
8 | EE | Nathaniel Williams,
David P. Luebke,
Jonathan D. Cohen,
Michael Kelley,
Brenden Schubert:
Perceptually guided simplification of lit, textured meshes.
SI3D 2003: 113-121 |
7 | EE | Cliff Woolley,
David P. Luebke,
Benjamin Watson,
Abhinav Dayal:
Interruptible rendering.
SI3D 2003: 143-151 |
6 | EE | Jonathan D. Cohen,
David P. Luebke,
Nathaniel Duca,
Brenden Schubert:
GLOD: a driver-level interface for geometric level of detail.
SIGGRAPH 2003 |
2001 |
5 | EE | Derek Cornish,
Andrea Rowan,
David P. Luebke:
View-Dependent Particles for Interactive Non-Photorealistic Rendering.
Graphics Interface 2001: 151-158 |
4 | | David P. Luebke,
Benjamin Hallen:
Perceptually-Driven Simplification for Interactive Rendering.
Rendering Techniques 2001: 223-234 |
3 | EE | David P. Luebke:
A Developer's Survey of Polygonal Simplification Algorithms.
IEEE Computer Graphics and Applications 21(3): 24-35 (2001) |
1997 |
2 | EE | David P. Luebke,
Carl Erikson:
View-dependent simplification of arbitrary polygonal environments.
SIGGRAPH 1997: 199-208 |
1995 |
1 | EE | David P. Luebke,
Chris Georges:
Portals and Mirrors: Simple, Fast Evaluation of Potentially Visible Sets.
SI3D 1995: 105-106, 212 |