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Books
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|---|---| | | Takahiro Harada, Semi-Static Load Balancing for Low Latency Ray Tracing on Heterogeneous Multiple GPUs, GPU Pro 7 (2016) | | a | Takahiro Harada, Rendering Vector Displacement Mapped Surfaces in a GPU Ray Tracer, GPU Pro 6 (2015) | | a | Takahiro Harada, Two-Level Constraint Solver and Pipelined Local Batching for Rigid Body Simulation on GPUs, GPU Pro 5 (2014)| | a | Takahiro Harada, Jay McKee, Jason C. Yang, Forward+: A Step Toward Film-style Shading in Real Time, GPU Pro 4 (2013)| | a | 原田隆宏,松生裕史,ゲーム制作者のための物理シミュレーション 剛体編,インプレスジャパン(2012)| | a | 原田隆宏,剛体シミュレーションの狭域衝突検出とコンストレイントソルバのGPUを用いた高速化,Computer Graphics Gems JP 2012, ボーンデジタル(2012)| | a | Justin Hensley, Takahiro Harada, , Heterogeneous Computing With OpenCL, Morgan Kaufmann(2011)| | a | Takahiro Harada, Parallelizing Particle-Based Simulation on Multiple Processors, Game Physics Pearls, Chapter 7, pp155-176, A K Peters Ltd. (2010)| | a | Takahiro Harada, Sliced-Grid: A Memory and Computationally Efficient Data Structure for Particle-Based Simulation on the GPU, ShaderX7: Advanced Rendering Techniques, Chapter 9.1,685-698, Charles River Media(2009)| | a | 原田隆宏,GPUを使った並列処理で物理シミュレーションを高速化, 日経エレクトロニクス2008年6月2日号,pp105-115| | a | 粒子法シミュレーション 物理ベースCG入門,培風館(2008)| | a | Takahiro Harada, Real-time Rigid Body Simulation on GPUs, GPU Gems3, Chapter 29,611-632, Addison-Wesley Professional(2007)|