Resolving occlusion in augmented reality MM Wloka, BG Anderson Proceedings of the 1995 symposium on Interactive 3D graphics, 5-12, 1995 | 194 | 1995 |
Lag in multiprocessor virtual reality MM Wloka Presence: Teleoperators & Virtual Environments 4 (1), 50-63, 1995 | 173 | 1995 |
An object-oriented framework for the integration of interactive animation techniques RC Zeleznik, DB Conner, MM Wloka, DG Aliaga, NT Huang, PM Hubbard, ... ACM SIGGRAPH Computer Graphics 25 (4), 105-112, 1991 | 149 | 1991 |
The virtual tricorder: a uniform interface for virtual reality MM Wloka, E Greenfield Proceedings of the 8th annual ACM symposium on User interface and software …, 1995 | 135 | 1995 |
System and method for creating a vector map in a hardware graphics pipeline MM Wloka, GE James US Patent 6,765,584, 2004 | 103 | 2004 |
Batch, batch, batch: What does it really mean M Wloka Presentation at game developers conference, 2003 | 68 | 2003 |
Programming graphics hardware R Fernando, M Harris, M Wloka, C Zeller EUROGRAPHICS 2004 Tutorial Note, 2004 | 60 | 2004 |
Culling in a vertex processing unit MM Wloka, DS Dietrich Jr US Patent 7,468,726, 2008 | 48 | 2008 |
Interactive real-time motion blur MM Wloka, RC Zeleznik The Visual Computer 12, 283-295, 1996 | 48 | 1996 |
Interacting with virtual reality MM Wloka Virtual Prototyping: Virtual environments and the product design process …, 1995 | 46 | 1995 |
Using a graphics processing unit to correct video and audio data MM Wloka US Patent 7,750,956, 2010 | 38 | 2010 |
Runahead execution for graphics processing units MM Wloka, M Shebanow US Patent 8,035,648, 2011 | 29 | 2011 |
Improved batching via texture atlases M Wloka Shader X3: Advanced Rendering with DirectX and OpenGL, 155-167, 2005 | 19 | 2005 |
Batch, batch, batch M Wloka what does it really mean? Game Developers Conference, 2003, 2003 | 16 | 2003 |
Vertex shader introduction C Maughan, M Wloka NVIDIA Technical Brief, 2001 | 15 | 2001 |
Using a graphics processing unit to correct video and audio data MM Wloka US Patent 8,456,548, 2013 | 13 | 2013 |
Using a graphics processing unit to correct video and audio data MM Wloka US Patent 8,456,547, 2013 | 12 | 2013 |
Using a graphics processing unit to correct video and audio data MM Wloka US Patent 8,456,549, 2013 | 12 | 2013 |
Optimizing the graphics pipeline C Cebenoyan, M Wloka Game Developer’s Conference, 2003 | 12 | 2003 |
Fresnel reflection M Wloka Nvidia SDK White Paper WP-01401-001-v01. Santa Clara, CA, Nvidia Corporation, 2004 | 11 | 2004 |