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Publications
Our publications provide insight into some of our leading-edge research.
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Computer Graphics
(19)
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SIGGRAPH
(4)
19 results found
Computer Graphics
Clear all
2025
2007
Computer Graphics
2025
Assessing Learned Models for Phase-only Hologram Compression
Zicong Peng, Yicheng Zhan,
Josef Spjut
, Kaan Akşit
SIGGRAPH
Radiance Surfaces: Optimizing Surface Representations with a 5D Radiance Field Loss
Ziyi Zhang, Nicolas Roussel,
Thomas Müller
,
Tizian Zeltner
,
Merlin Nimier-David
,
Fabrice Rousselle
, Wenzel Jakob
SIGGRAPH
Generative Detail Enhancement for Physically Based Materials
Saeed Hadadan,
Benedikt Bitterli
,
Tizian Zeltner
,
Jan Novák
,
Fabrice Rousselle
,
Jacob Munkberg
,
Jon Hasselgren
,
Bart Wronski
, Matthias Zwicker
SIGGRAPH
GauRast: Enhancing GPU Triangle Rasterizers to Accelerate 3D Gaussian Splatting
Georgia Tech,
Ben Keller
, Yingyan Celine Lin,
Brucek Khailany
Adaptive Algebraic Reuse of Reordering in Cholesky Factorizations with Dynamic Sparsity Patterns
Behrooz Zarebavani, Danny Kaufman, David Levin,
Maryam Mehri Dehnavi
SIGGRAPH
Toward Understanding Display Size for FPS Esports Aiming
Arjun Madhusudan,
Josef Spjut
, Benjamin Watson, Seth Schneider,
Ben Boudaoud
,
Joohwan Kim
Pushing the Limits? Frame Rate Benefits to Players for up to 500 Hz in First Person Shooter Games
Samin Shahriar Tokey,
Ben Boudaoud
,
Joohwan Kim
,
Josef Spjut
, Mark Claypool
CorrFill: Enhancing Faithfulness in Reference-based Inpainting with Correspondence Guidance in Diffusion Models
Kuan-Hung Liu, Cheng-Kun Yang,
Min-Hung Chen
, Yu-Lun Liu, Yen-Yu Lin
scene_synthesizer: A Python Library for Procedural Scene Generation in Robot Manipulation
Clemens Eppner,
Adithya Murali
,
Caelan Garrett
,
Rowland O'Flaherty
,
Tucker Hermans
,
Wei Yang
, Dieter Fox
High-Precision Benchmarks for the Stochastic Rod
Eugene d'Eon
, Anil Prinja
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