MobiRT: an implementation of OpenGL ES-based CPU-GPU hybrid ray tracer for mobile devices. - Jae-Ho Nah; Yoon-Sig Kang; Kwang-Jo Lee; Shin-Jun Lee; Tack-Don Han; Sung-Bong Yang (SIGGRAPH ASIA (Sketches), 2010)

Ordered depth-first layouts for ray tracing. - Jae-Ho Nah; Jeong-Soo Park 004; Jin-Woo Kim 004; Chanmin Park; Tack-Don Han (SIGGRAPH ASIA (Sketches), 2010)

T&I engine: traversal and intersection engine for hardware accelerated ray tracing. - Jae-Ho Nah; Jeong-Soo Park 004; Chanmin Park; Jin-Woo Kim 004; Yun-Hye Jung; Woo-Chan Park; Tack-Don Han (ACM Trans. Graph., 2011)

SGRT: a scalable mobile GPU architecture based on ray tracing. - Won-Jong Lee; Shihwa Lee; Jae-Ho Nah; Jin-Woo Kim 004; Youngsam Shin; Jaedon Lee; Seokyoon Jung (SIGGRAPH Posters, 2012)

Efficient ray sorting for the tracing of incoherent rays. - Jae-Ho Nah; Yun-Hye Jung; Woo-Chan Park; Tack-Don Han (IEICE Electron. Express, 2012)

Erratum: Efficient ray sorting for the tracing of incoherent rays [IEICE Electronics Express Vol.9 (2012), No 9 pp 849-854]. - Jae-Ho Nah; Yun-Hye Jung; Woo-Chan Park; Tack-Don Han (IEICE Electron. Express, 2012)

SGRT: A Mobile GPU Architecture for Real-Time Ray Tracing. - Won-Jong Lee; Youngsam Shin; Jaedon Lee; Jin-Woo Kim 004; Jae-Ho Nah; Seokyoon Jung; Shihwa Lee; Hyun-Sang Park; Tack-Don Han (High Performance Graphics, 2013)

A novel mobile GPU architecture based on ray tracing. - Won-Jong Lee; Youngsam Shin; Jaedon Lee; Jin-Woo Kim 004; Jae-Ho Nah; Hyun-Sang Park; Seokyoon Jung; Shihwa Lee (ICCE, 2013)

Node pre-fetching architecture for real-time ray tracing. - Jeong-Soo Park 004; Woo-Chan Park; Jae-Ho Nah; Tack-Don Han (IEICE Electron. Express, 2013)

Ray-Box Culling for Tree Structures. - Jae-Ho Nah; Woo-Chan Park; Yoon-Sig Kang; Tack-Don Han (J. Inf. Sci. Eng., 2013)

gkDtree: A group-based parallel update kd-tree for interactive ray tracing. - Yoon-Sig Kang; Jae-Ho Nah; Woo-Chan Park; Sung-Bong Yang (J. Syst. Archit., 2013)

Effective traversal algorithms and hardware architecture for pyramidal inverse displacement mapping. - Hyuck-Joo Kwon; Jae-Ho Nah; Dinesh Manocha; Woo-Chan Park (Comput. Graph., 2014)

SATO: Surface Area Traversal Order for Shadow Ray Tracing. - Jae-Ho Nah; Dinesh Manocha (Comput. Graph. Forum, 2014)

RayCore: A Ray-Tracing Hardware Architecture for Mobile Devices. - Jae-Ho Nah; Hyuck-Joo Kwon; Dong-Seok Kim; Cheol-Ho Jeong; Jin-Hong Park; Tack-Don Han; Dinesh Manocha; Woo-Chan Park (ACM Trans. Graph., 2014)

Reusing MRTs for mobile GPUs. - Sunho Ki; Jinhong Park; Jae-Ho Nah; Minkyu Kim; Youngduke Seo; Chulho Shin (SIGGRAPH Asia Posters, 2015)

HART: A Hybrid Architecture for Ray Tracing Animated Scenes. - Jae-Ho Nah; Jin-Woo Kim 004; Junho Park; Won-Jong Lee; Jeong-Soo Park 004; Seokyoon Jung; Woo-Chan Park; Dinesh Manocha; Tack-Don Han (IEEE Trans. Vis. Comput. Graph., 2015)

Cost-effective frame rate control for mobile GPUs. - Minkyu Kim; Byeongjun Choi; Sunho Ki; Jinhong Park; Jae-Ho Nah; Daleon Kim; Chulho Shin (SIGGRAPH Asia Posters, 2016)

AXAA: adaptive approximate anti-aliasing. - Jae-Ho Nah; Sunho Ki; Yeongkyu Lim; Jinhong Park; Chulho Shin (SIGGRAPH Posters, 2016)

Z2 traversal order for VR stereo rendering on tile-based mobile GPUs. - Jae-Ho Nah; Yeongkyu Lim; Sunho Ki; Chulho Shin (SIGGRAPH Asia Technical Briefs, 2016)

L-Bench: An Android benchmark set for low-power mobile GPUs. - Jae-Ho Nah; Youngsun Suh; Yeongkyu Lim (Comput. Graph., 2016)

Geometry transition method to improve ray-tracing precision. - Dong-Seok Kim; Jae-Ho Nah; Woo-Chan Park (Multim. Tools Appl., 2016)

Adaptive undersampling for efficient mobile ray tracing. - Youngwook Kim; Woong Seo; Yongho Kim; Yeongkyu Lim; Jae-Ho Nah; Insung Ihm (Vis. Comput., 2016)

Z 2 traversal order: An interleaving approach for VR stereo rendering on tile-based GPUs. - Jae-Ho Nah; Yeongkyu Lim; Sunho Ki; Chulho Shin (Comput. Vis. Media, 2017)

Classified texture resizing for mobile devices. - Jae-Ho Nah; Byeongjun Choi; Yeongkyu Lim (SIGGRAPH Talks, 2018)

A Novel Performance Prediction Model for Mobile GPUs. - Juwon Yun; Jinyoung Lee; Cheong Ghil Kim; Yeong-Kyu Lim; Jae-Ho Nah; Youngsik Kim; Woo-Chan Park (IEEE Access, 2018)

A Practically Applicable Performance Prediction Model Based on Capabilities of Texture Mapping Units for Mobile GPUs. - Juwon Yun; Jinyoung Lee; Cheong Ghil Kim; Yeong-Kyu Lim; Jae-Ho Nah; Youngsik Kim; Woo-Chan Park (IEEE Access, 2019)

QuickETC2: How to Finish ETC2 Compression within 1 ms. - Jae-Ho Nah (SIGGRAPH Talks, 2020)

Load Balancing Algorithm for Real-Time Ray Tracing of Dynamic Scenes. - Jinyoung Lee; Woo-Nam Chung; Tae-Hyoung Lee; Jae-Ho Nah; Youngsik Kim; Woo-Chan Park (IEEE Access, 2020)

QickETC2: fast ETC2 texture compression using Luma differences. - Jae-Ho Nah (ACM Trans. Graph., 2020)

An Implementation of Multi-Chip Architecture for Real-Time Ray Tracing Based on Parallel Frame Rendering. - Jinyoung Lee; Jae-Ho Nah; Woo-Nam Chung; Tae-Hyoung Lee; Woo-Chan Park (IEEE Access, 2021)

TexSR: Image Super-Resolution for High-Quality Texture Mapping. - Jae-Ho Nah; Hyeju Kim (SIGGRAPH Asia Posters, 2022)

Effective Algorithm to Control Depth Level for Performance Improvement of Sound Tracing. - Eunjae Kim; Juwon Yun; Woo-Nam Chung; Jae-Ho Nah; Youngsik Kim; Cheoung Ghil Kim; Woo-Chan Park (J. Web Eng., 2022)

An Architecture and Implementation of Real-Time Sound Propagation Hardware for Mobile Devices. - Eunjae Kim; Sukwon Choi; Jiyoung Kim; Jae-Ho Nah; Woonam Jung; Tae-Hyeong Lee; Yeon-Kug Moon; Woo-Chan Park (SIGGRAPH Asia, 2023)

Addition of an adaptive block-size determination feature to astcenc, the reference ASTC encoder. - Jae-Ho Nah (Softw. Impacts, 2023)

H-ETC2: Design of a CPU-GPU Hybrid ETC2 Encoder. - Lee Hyeon Ki; Jae-Ho Nah (Comput. Graph. Forum, 2023)

QuickETC2-HQ: Improved ETC2 encoding techniques for real-time, high-quality texture compression. - Jae-Ho Nah (Comput. Graph., 2023)

Efficient Haze Removal from a Single Image Using a DCP-Based Lightweight U-Net Neural Network Model. - Yunho Han; Jiyoung Kim; Jinyoung Lee; Jae-Ho Nah; Yo-Sung Ho; Woo-Chan Park (Sensors, 2024)