Won-Jong Lee

According to our database1, Won-Jong Lee authored at least 34 papers between 2002 and 2020.

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

Timeline

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Links

On csauthors.net:

Bibliography

2020
Lazy Build of Acceleration Structures with Traversal Shaders.
Proceedings of the SA '20: SIGGRAPH Asia 2020 Technical Communications, 2020

2019
Flexible Ray Traversal with an Extended Programming Model.
Proceedings of the SIGGRAPH Asia 2019 Technical Briefs, 2019

2017
Accelerating vector graphics on low-end device.
Proceedings of the IEEE International Conference on Consumer Electronics, 2017

Towards an efficient data transfer on mobile device: A case study on ray-tracing.
Proceedings of the IEEE International Conference on Consumer Electronics, 2017

Fast stereoscopic rendering on mobile ray tracing GPU for virtual reality applications.
Proceedings of the IEEE International Conference on Consumer Electronics, 2017

2016
Adaptive multi-rate ray sampling on mobile ray tracing GPU.
Proceedings of the SIGGRAPH ASIA 2016, Macao, December 5-8, 2016, 2016

Tile binning and rendering for resolution independent graphics.
Proceedings of the IEEE International Conference on Consumer Electronics, 2016

PerfEPI: Parallel performance estimation with effective progress index.
Proceedings of the IEEE International Conference on Consumer Electronics, 2016

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

Tile-based path rendering for mobile device.
Proceedings of the SIGGRAPH Asia 2015 Mobile Graphics and Interactive Applications, 2015

Latency tolerance techniques for real-time ray tracing on mobile computing platform.
Proceedings of the SIGGRAPH Asia 2015 Mobile Graphics and Interactive Applications, 2015

An efficient hybrid ray tracing and rasterizer architecture for mobile GPU.
Proceedings of the SIGGRAPH Asia 2015 Mobile Graphics and Interactive Applications, 2015

A mobile ray tracing engine with hybrid number representations.
Proceedings of the SIGGRAPH Asia 2015 Mobile Graphics and Interactive Applications, 2015

Reorder buffer: an energy-efficient multithreading architecture for hardware MIMD ray traversal.
Proceedings of the 7th Conference on High-Performance Graphics, 2015

2014
An energy efficient hardware multithreading scheme for mobile ray tracing.
Proceedings of the SIGGRAPH Asia 2014 Mobile Graphics and Interactive Applications, 2014

Two-AABB traversal for mobile real-time ray tracing.
Proceedings of the SIGGRAPH Asia 2014 Mobile Graphics and Interactive Applications, 2014

Shading language compiler implementation for mobile ray tracing accelerator.
Proceedings of the SIGGRAPH Asia 2014 Mobile Graphics and Interactive Applications, 2014

Full-stream architecture for ray tracing with efficient data transmission.
Proceedings of the IEEE International Symposium on Circuits and Systemss, 2014

2013
Energy efficient data transmission for ray tracing on mobile computing platform.
Proceedings of the SIGGRAPH Asia 2013 Symposium on Mobile Graphics and Interactive Applications, 2013

Real-time ray tracing on future mobile computing platform.
Proceedings of the SIGGRAPH Asia 2013 Symposium on Mobile Graphics and Interactive Applications, 2013

Ray tracing is the future and ever will be...
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2013

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

Real-time ray tracing on coarse-grained reconfigurable processor.
Proceedings of the 2013 International Conference on Field-Programmable Technology, 2013

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

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

Parallel-pipeline-based traversal unit for hardware-accelerated ray tracing.
Proceedings of the SIGGRAPH Asia 2012 Poster Proceedings, Singapore, Singapore, November 28, 2012

2009
Selective and adaptive supersampling for real-time ray tracing.
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Conference on High Performance Graphics 2009, 2009

2008
An Effective Load Balancing Scheme for 3D Texture-Based Sort-Last Parallel Volume Rendering on GPU Clusters.
IEICE Trans. Inf. Syst., 2008

2007
An Effective Bump Mapping Hardware Architecture Using Polar Coordinate System.
J. Inf. Sci. Eng., 2007

Simulation and development environment for mobile 3D graphics architectures.
IET Comput. Digit. Tech., 2007

2006
A Processor Architecture with Effective Memory System for Sort-Last Parallel Rendering.
Proceedings of the Architecture of Computing Systems, 2006

2005
Fabrication and Measurement of Four L-shaped-Slot Microstrip Patch Antenna for HiperLAN2.
IEICE Trans. Commun., 2005

2004
A Bandwidth Reduction Scheme for 3D Texture-Based Volume Rendering on Commodity Graphics Hardware.
Proceedings of the Computational Science and Its Applications, 2004

2002
A New Bandwidth Reduction Method for Distributed Rendering Systems.
Proceedings of the EurAsia-ICT 2002: Information and Communication Technology, 2002


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