Culling an Object Hierarchy to a Frustum Hierarchy (2008)
Abstract. Visibility culling of a scene is a crucial stage for interactive graphics applications, particularly for scenes with thousands of objects. The culling time must be small for it to be...
Accelerating large graph algorithms on the GPU using CUDA (2008)
Abstract. Graph algorithms are fundamental to many disciplines and application areas. Large graphs involving millions of vertices are common in scientific and engineering applications. Practical-time...