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    Author information
    First name: Thanh-Tung
    Last name: Cao
    DBLP: 11/251
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    Below you find the publications which have been written by this author.

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    Conference paper
    Mingcen Gao, Thanh-Tung Cao, Tiow Seng Tan.
    Flip to Regular Triangulation and Convex Hull.
    IEEE Trans. Vis. Comput. Graph. 2017, Volume 23 (0) 2017
    Conference paper
    Thanh-Tung Cao, Herbert Edelsbrunner, Tiow Seng Tan.
    Triangulations from topologically correct digital Voronoi diagrams.
    Comput. Geom. 2015, Volume 48 (0) 2015
    Conference paper
    Thanh-Tung Cao, Ashwin Nanjappa, Mingcen Gao, Tiow Seng Tan.
    A GPU accelerated algorithm for 3D Delaunay triangulation.
    Symposium on Interactive 3D Graphics and Games, I3D '14, San Francisco, CA, USA - March 14-16, 2014 2014 (0) 2014
    Conference paper
    Meng Qi, Thanh-Tung Cao, Tiow Seng Tan.
    Computing 2D Constrained Delaunay Triangulation Using the GPU.
    IEEE Trans. Vis. Comput. Graph. 2013, Volume 19 (0) 2013
    Conference paper
    Mingcen Gao, Thanh-Tung Cao, Tiow Seng Tan, Zhiyong Huang.
    Flip-flop: convex hull construction via star-shaped polyhedron in 3D.
    Symposium on Interactive 3D Graphics and Games, I3D '13, Orlando, FL, USA, March 22-24, 2013 2013 (0) 2013
    Journal article
    Mingcen Gao, Thanh-Tung Cao, Ashwin Nanjappa, Tiow Seng Tan, Zhiyong Huang.
    gHull: A GPU algorithm for 3D convex hull.
    ACM Trans. Math. Softw. 2013, Volume 40 (0) 2013
    Conference paper
    Sadegh Heyrani-Nobari, Thanh-Tung Cao, Panagiotis Karras, Stéphane Bressan.
    Scalable parallel minimum spanning forest computation.
    Proceedings of the 17th ACM SIGPLAN Symposium on Principles and Practice of Parallel Programming, PPOPP 2012, New Orleans, LA, USA, February 25-29, 2012 2012 (0) 2012
    Conference paper
    Meng Qi, Thanh-Tung Cao, Tiow Seng Tan.
    Computing 2D constrained Delaunay triangulation using the GPU.
    Symposium on Interactive 3D Graphics and Games, I3D '12, Costa Mesa, CA, USA, March 09 - 11, 2012 2012 (0) 2012
    Conference paper
    Mingcen Gao, Thanh-Tung Cao, Tiow Seng Tan, Zhiyong Huang.
    gHull: a three-dimensional convex hull algorithm for graphics hardware.
    Symposium on Interactive 3D Graphics and Games, I3D '11, San Francisco, CA, USA, February 18-20, 2011 2011 (0) 2011
    Conference paper
    Thanh-Tung Cao, Ke Tang, Anis Mohamed, Tiow Seng Tan.
    Parallel Banding Algorithm to compute exact distance transform with the GPU.
    Proceedings of the 2010 Symposium on Interactive 3D Graphics, SI3D 2010, February 19-21, 2010, Washington, DC, USA 2010 (0) 2010
    Conference paper
    Guodong Rong, Tiow Seng Tan, Thanh-Tung Cao, Stephanus.
    Computing two-dimensional Delaunay triangulation using graphics hardware.
    Proceedings of the 2008 Symposium on Interactive 3D Graphics, SI3D 2008, February 15-17, 2008, Redwood City, CA, USA 2008 (0) 2008
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