Jae-Ho Nah

Orcid: 0000-0001-7805-5333

According to our database1, Jae-Ho Nah authored at least 36 papers between 2010 and 2023.

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

Timeline

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Bibliography

2023
QuickETC2-HQ: Improved ETC2 encoding techniques for real-time, high-quality texture compression.
Comput. Graph., November, 2023

H-ETC2: Design of a CPU-GPU Hybrid ETC2 Encoder.
Comput. Graph. Forum, October, 2023

Addition of an adaptive block-size determination feature to <i>astcenc</i>, the reference ASTC encoder.
Softw. Impacts, September, 2023

An Architecture and Implementation of Real-Time Sound Propagation Hardware for Mobile Devices.
Proceedings of the SIGGRAPH Asia 2023 Conference Papers, 2023

2022
Effective Algorithm to Control Depth Level for Performance Improvement of Sound Tracing.
J. Web Eng., 2022

TexSR: Image Super-Resolution for High-Quality Texture Mapping.
Proceedings of the SIGGRAPH Asia 2022 Posters, 2022

2021
An Implementation of Multi-Chip Architecture for Real-Time Ray Tracing Based on Parallel Frame Rendering.
IEEE Access, 2021

2020
QickETC2: fast ETC2 texture compression using Luma differences.
ACM Trans. Graph., 2020

Load Balancing Algorithm for Real-Time Ray Tracing of Dynamic Scenes.
IEEE Access, 2020

QuickETC2: How to Finish ETC2 Compression within 1 ms.
Proceedings of the SIGGRAPH '20: Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2020

2019
A Practically Applicable Performance Prediction Model Based on Capabilities of Texture Mapping Units for Mobile GPUs.
IEEE Access, 2019

2018
A Novel Performance Prediction Model for Mobile GPUs.
IEEE Access, 2018

Classified texture resizing for mobile devices.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2018

2017
Z 2 traversal order: An interleaving approach for VR stereo rendering on tile-based GPUs.
Comput. Vis. Media, 2017

2016
Adaptive undersampling for efficient mobile ray tracing.
Vis. Comput., 2016

Geometry transition method to improve ray-tracing precision.
Multim. Tools Appl., 2016

L-Bench: An Android benchmark set for low-power mobile GPUs.
Comput. Graph., 2016

Z<sup>2</sup> traversal order for VR stereo rendering on tile-based mobile GPUs.
Proceedings of the SIGGRAPH ASIA 2016, Macao, December 5-8, 2016 - Technical Briefs, 2016

AXAA: adaptive approximate anti-aliasing.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2016

Cost-effective frame rate control for mobile GPUs.
Proceedings of the SIGGRAPH ASIA 2016, Macao, December 5-8, 2016 - Posters, 2016

2015
HART: A Hybrid Architecture for Ray Tracing Animated Scenes.
IEEE Trans. Vis. Comput. Graph., 2015

Reusing MRTs for mobile GPUs.
Proceedings of the SIGGRAPH Asia 2015 Posters, Kobe, Japan, November 2-6, 2015, 2015

2014
RayCore: A Ray-Tracing Hardware Architecture for Mobile Devices.
ACM Trans. Graph., 2014

SATO: Surface Area Traversal Order for Shadow Ray Tracing.
Comput. Graph. Forum, 2014

Effective traversal algorithms and hardware architecture for pyramidal inverse displacement mapping.
Comput. Graph., 2014

2013
gkDtree: A group-based parallel update kd-tree for interactive ray tracing.
J. Syst. Archit., 2013

Ray-Box Culling for Tree Structures.
J. Inf. Sci. Eng., 2013

Node pre-fetching architecture for real-time ray tracing.
IEICE Electron. Express, 2013

A novel mobile GPU architecture based on ray tracing.
Proceedings of the IEEE International Conference on Consumer Electronics, 2013

SGRT: A Mobile GPU Architecture for Real-Time Ray Tracing.
Proceedings of the High-Performance Graphics 2013, 2013

2012
Erratum: Efficient ray sorting for the tracing of incoherent rays [IEICE Electronics Express Vol.9 (2012), No 9 pp 849-854].
IEICE Electron. Express, 2012

Efficient ray sorting for the tracing of incoherent rays.
IEICE Electron. Express, 2012

SGRT: a scalable mobile GPU architecture based on ray tracing.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2012

2011
T&I engine: traversal and intersection engine for hardware accelerated ray tracing.
ACM Trans. Graph., 2011

2010
Ordered depth-first layouts for ray tracing.
Proceedings of the ACM SIGGRAPH ASIA 2010 Sketches, 2010

MobiRT: an implementation of OpenGL ES-based CPU-GPU hybrid ray tracer for mobile devices.
Proceedings of the ACM SIGGRAPH ASIA 2010 Sketches, 2010


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