Meng-Cheng Huang

According to our database1, Meng-Cheng Huang authored at least 12 papers between 2009 and 2011.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of four.

Timeline

Legend:

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In proceedings 
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PhD thesis 
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Links

On csauthors.net:

Bibliography

2011
Physically-Based Tree Animation and Leaf Deformation Using CUDA in Real-Time.
Trans. Edutainment, 2011

2010
A GPU-based matting Laplacian solver for high resolution image matting.
Vis. Comput., 2010

Physically-based animation for realistic interactions between tree branches and raindrops.
Proceedings of the ACM Symposium on Virtual Reality Software and Technology, 2010

Coherent depth test scheme in FreePipe.
Proceedings of the 9th International Conference on Virtual Reality Continuum and its Applications in Industry, 2010

Stroke extraction in cartoon images using edge-enhanced isotropic nonlinear filter.
Proceedings of the 9th International Conference on Virtual Reality Continuum and its Applications in Industry, 2010

Fast soft shadow by depth peeling.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2010

FreePipe: a programmable parallel rendering architecture for efficient multi-fragment effects.
Proceedings of the 2010 Symposium on Interactive 3D Graphics, 2010

Multi-Fragment Effects on the GPU Using Bucket Sort.
Proceedings of the GPU Pro - Advanced Rendering Techniques., 2010

2009
CUDA renderer: a programmable graphics pipeline.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2009

Single pass depth peeling via CUDA rasterizer.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2009

Bucket depth peeling.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2009

Efficient depth peeling via bucket sort.
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Conference on High Performance Graphics 2009, 2009


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