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Yong He
Yong He
NVIDIA Research
nvidia.com의 이메일 확인됨 - 홈페이지
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Timestream: Reliable stream computation in the cloud
Z Qian, Y He, C Su, Z Wu, H Zhu, T Zhang, L Zhou, Y Yu, Z Zhang
Proceedings of the 8th ACM European Conference on Computer Systems, 1-14, 2013
2722013
Adaptive shading in a graphics processing pipeline
Y He, EB Lum, E Enderton, HP Moreton, K Fatahalian
US Patent 9,552,667, 2017
1392017
System, method, and computer program product for performing object-space shading
A Patney, EB Enderton, EB Lum, M Salvi, CR Wyman, Y Zhang, Y He, ...
US Patent 9,747,718, 2017
1382017
System, method, and computer program product for shading using a dynamic object-space grid
A Patney, EB Enderton, EB Lum, M Salvi, CR Wyman, Y Zhang, Y He, ...
US Patent 9,754,407, 2017
1312017
Adaptive shading in a graphics processing pipeline
Y He, EB Lum, E Enderton, HP Moreton, K Fatahalian
US Patent 10,733,794, 2020
1262020
Efficient BVH construction via approximate agglomerative clustering
Y Gu, Y He, K Fatahalian, G Blelloch
Proceedings of the 5th High-Performance Graphics Conference, 81-88, 2013
1102013
Extending the graphics pipeline with adaptive, multi-rate shading
Y He, Y Gu, K Fatahalian
ACM Transactions on Graphics (TOG) 33 (4), 1-12, 2014
772014
The Falcor rendering framework
S Kallweit, P Clarberg, C Kolb, T Davidovič, KH Yao, T Foley, Y He, L Wu, ...
URL: https://github. com/NVIDIAGameWorks/Falcor 15, 2022
432022
Slang: language mechanisms for extensible real-time shading systems
Y He, K Fatahalian, T Foley
ACM Transactions on Graphics (TOG) 37 (4), 1-13, 2018
372018
Shader components: modular and high performance shader development
Y He, T Foley, T Hofstee, H Long, K Fatahalian
ACM Transactions on Graphics (TOG) 36 (4), 1-11, 2017
272017
A system for rapid exploration of shader optimization choices
Y He, T Foley, K Fatahalian
ACM Transactions on Graphics (TOG) 35 (4), 1-12, 2016
192016
A system for rapid, automatic shader level-of-detail
Y He, T Foley, N Tatarchuk, K Fatahalian
ACM Transactions on Graphics (TOG) 34 (6), 1-12, 2015
192015
System, method, and computer program product for reduced-rate calculation of low-frequency pixel shader intermediate values
JT Lehtinen, SM Laine, K Fatahalian, Y He, A Patney
US Patent App. 14/137,888, 2015
182015
Slang. d: Fast, modular and differentiable shader programming
SP Bangaru, L Wu, TM Li, J Munkberg, G Bernstein, J Ragan-Kelley, ...
ACM Transactions on Graphics (TOG) 42 (6), 1-28, 2023
152023
Ray specialized contraction on bounding volume hierarchies
Y Gu, Y He, GE Blelloch
Computer Graphics Forum 34 (7), 309-318, 2015
122015
Decoupled coverage anti-aliasing
Y Wang, C Wyman, Y He, P Sen
Proceedings of the 7th Conference on High-Performance Graphics, 33-42, 2015
112015
Real-Time Path Tracing and Beyond
P Clarberg, S Kallweit, C Kolb, P Kozlowski, Y He, L Wu, E Liu, B Bitterli, ...
HPG 2022 Keynote, 2022
92022
The Falcor rendering framework (2022)
S Kallweit, P Clarberg, C Kolb, T Davidovic, KH Yao, T Foley, Y He, L Wu, ...
URL: https://github. com/NVIDIAGameWorks/Falcor 6, 0
8
Adaptive shading in a graphics processing pipeline
Y He, EB Lum, E Enderton, HP Moreton, K Fatahalian
US Patent 10,991,152, 2021
32021
Slang—A Shader Compilation System for Extensible, Real-Time Shading
Y He
Carnegie Mellon University, 2021
12021
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