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Publications
Our publications provide insight into some of our leading-edge research.
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Computer Graphics
(31)
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(9)
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(8)
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31 results found
Computer Graphics
Clear all
2020
2007
Computer Graphics
2020
Online Adaptation for Consistent Mesh Reconstruction in the Wild
Xueting Li,
Sifei Liu
,
Shalini De Mello
, Kihwan Kim, Xiaolong Wang, Ming-Hsuan Yang,
Jan Kautz
Learning Deformable Tetrahedral Meshes for 3D Reconstruction
Jun Gao, Wenzheng Chen, Tommy Xiang, Clement Fuji Tsang, Alec Jacobson, Morgan McGuire
Training Generative Adversarial Networks with Limited Data
Tero Karras
,
Miika Aittala
,
Janne Hellsten
,
Samuli Laine
,
Jaakko Lehtinen
,
Timo Aila
Neural Control Variates
Thomas Müller
,
Fabrice Rousselle
,
Alex Keller
,
Jan Novák
Modular Primitives for High-Performance Differentiable Rendering
Samuli Laine
,
Janne Hellsten
,
Tero Karras
, Yeongho Seol,
Jaakko Lehtinen
,
Timo Aila
Glossy Probe Reprojection for Interactive Global Illumination
Simon Rodriguez, Thomas Leimkühler, Siddhant Prakash,
Chris Wyman
, Peter Shirley, George Drettakis
Scaling Probe-Based Real-Time Dynamic Global Illumination for Production (Technical Report)
Zander Majercik, Adam Marrs,
Josef Spjut
, Morgan McGuire
Zeroploit: Exploiting Zero Valued Operands in Interactive Gaming Applications
Ram Rangan,
Mark Stephenson
, Aditya Ukarande, Shyam Murthy, Virat Agarwal, Marc Blackstein
Spatiotemporal reservoir resampling for real-time ray tracing with dynamic direct lighting
Benedikt Bitterli,
Chris Wyman
,
Matt Pharr
, Peter Shirley,
Aaron Lefohn
, Wojciech Jarosz
Practical Product Sampling by Fitting and Composing Warps
David Hart,
Matt Pharr
,
Thomas Müller
,
Ward Lopes
, Morgan McGuire, Peter Shirley
Semi-Supervised StyleGAN for Disentanglement Learning
Weili Nie,
Tero Karras
, Animesh Garg, Shoubhik Debnath, Anjul Patney, Ankit B. Patel, Anima Anandkumar
Post-Render Warp with Late Input Sampling Improves Aiming Under High Latency Conditions
Joohwan Kim
, Pyarelal Knowles,
Josef Spjut
,
Ben Boudaoud
, Morgan McGuire
ꟻLIP: A Difference Evaluator for Alternating Images
Pontus Ebelin
, Jim Nilsson,
Tomas Akenine-Möller
, Magnus Oskarsson, Kalle Åström, Mark D. Fairchild
Wolfgang Straßer Award for 3rd best paper, High Performance Graphics 2020
Compositional Neural Scene Representations for Shading Inference
Jonathan Granskog,
Fabrice Rousselle
, Marios Papas,
Jan Novák
Understanding SSIM
Jim Nilsson,
Tomas Akenine-Möller
A Taxonomy of Bidirectional Scattering Distribution Function Lobes for Rendering Engineers
Morgan McGuire, Julie Dorsey, John F. Hughes, Steve Marschner,
Matt Pharr
, Peter Shirley
Neural Denoising with Layer Embeddings
Jacob Munkberg
,
Jon Hasselgren
Analyzing and Improving the Image Quality of StyleGAN
Tero Karras
,
Samuli Laine
,
Miika Aittala
,
Janne Hellsten
, Jaakko Lehtinen,
Timo Aila
Neural Temporal Adaptive Sampling and Denoising
Jon Hasselgren
,
Jacob Munkberg
,
Marco Salvi
, Anjul Patney,
Aaron Lefohn
Prescription AR: a fully-customized prescription-embedded augmented reality display
Jui-Yi Wu,
Jonghyun Kim
Domain Stylization: A Fast Covariance Matching Framework towards Domain Adaptation
Aysegul Dundar,
Ming-Yu Liu
,
Zhiding Yu
,
Ting-Chun Wang
, John Zedlewski,
Jan Kautz
Patch scanning displays: spatiotemporal enhancement for displays
Kaan Akşit
2007
Simulation of Bubbles in Foam with the Volume Control Method
Byungmoon Kim, Yingjie Liu, Ignacio Llamas, Xiangmin Jiao, Jarek Rossignac,
A Hardware Redundancy and Recovery Mechanism for Reliable Scientific Computation on Graphics Processors
Jeremy Sheaffer,
David Luebke
, Kevin Skadron
A Hardware Architecture for Surface Splatting
Tim Weyrich, Simon Heinzle,
Timo Aila
, Daniel B. Fasnacht, Stephan Oetiker, Mario Botsch, Cyril Flaig, Simon Mall, Kaspar Rohrer, Norbert Felber, Hubert Kaeslin, Markus Gross
Advanced Techniques for Realistic Real-Time Skin Rendering
Eugene d'Eon
,
David Luebke
Iterative Methods for Improving Mesh Parameterizations
Shen Dong,
Michael Garland
Incremental Instant Radiosity for Real-Time Indirect Illumination
Samuli Laine
, Hannu Saransaari, Janne Kontkanen, Jaakko Lehtinen,
Timo Aila
Efficient Rendering of Human Skin
Eugene d'Eon
,
David Luebke
, Eric Enderton
The NVIDIA GeForce 8800 GPU
Erik Lindholm, Stuart Oberman
How GPUs Work
David Luebke
, Greg Humphreys