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Publications
Our publications provide insight into some of our leading-edge research.
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Computer Graphics
(30)
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30 results found
Computer Graphics
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2013
2011
Computer Graphics
2013
Lighting Deep G-Buffers: Single-Pass, Layered Depth Images with Minimum Separation Applied to Indirect Illumination
Michael Mara, Morgan McGuire,
David Luebke
Deterministic Consistent Density Estimation for Light Transport Simulation
Alex Keller
,
Nikolaus Binder
Near-Eye Light Field Displays
Douglas Lanman,
David Luebke
A Fast and Stable Feature-Aware Motion Blur Filter
Jean-Philippe Guertin, Morgan McGuire, Derek Nowrouzezahrai
2D Polyhedral Bounds of a Clipped, Perspective-Projected 3D Sphere
Michael Mara, Morgan McGuire
CloudLight: A system for amortizing indirect lighting in real-time rendering (Technical Report)
Cyril Crassin
,
David Luebke
, Michael Mara, Morgan McGuire, Brent Oster, Peter Shirley, Peter-Pike Sloan,
Chris Wyman
Megakernels Considered Harmful: Wavefront Path Tracing on GPUs
Samuli Laine
,
Tero Karras
,
Timo Aila
Practical SVBRDF Capture in the Frequency Domain
Miika Aittala, Tim Weyrich,
Jaakko Lehtinen
Gradient-Domain Metropolis Light Transport
Jaakko Lehtinen
,
Tero Karras
,
Samuli Laine
, Miika Aittala, Frédo Durand,
Timo Aila
Simple Analytic Approximations to the CIE XYZ Color Matching Functions
Chris Wyman
, Peter-Pike Sloan, Peter Shirley
Imperfect Voxelized Shadow Volumes
Chris Wyman
, Zeng Dai
PixelPie: Maximal Poisson-disk Sampling with Rasterization
Cheuk Yiu Ip, M. Adil Yalçin,
David Luebke
, Amitabh Varshney
A Topological Approach to Voxelization
Samuli Laine
GPU Ray Tracing
Steven Parker, Heiko Freidrich,
David Luebke
, Keith Morley, James Bigler,
Jared Hoberock
, David McAllister, Austin Robison, Andreas Dietrich, Greg Humphreys, Morgan McGuire, Martin Stich
Toward Practical Real-Time Photon Mapping: Efficient GPU Density Estimation
Michael Mara, Morgan McGuire,
David Luebke
2011
Improved Dual-Space Bounds for Simultaneous Motion and Defocus Blur
Samuli Laine
,
Tero Karras
Efficient Triangle Coverage Tests for Stochastic Rasterization
Samuli Laine
,
Tero Karras
Interactive Indirect Illumination Using Voxel Cone Tracing
Cyril Crassin
, Fabrice Neyret, Miguel Sainz, Simon Green, Elmar Eisemann
VoxelPipe: A Programmable Pipeline for 3D Voxelization
Jacopo Pantaleoni
High-Performance Software Rasterization on GPUs
Samuli Laine
,
Tero Karras
Stochastic Transparency
Eric Enderton, Erik Sintorn, Peter Shirley,
David Luebke
Temporal Light Field Reconstruction for Rendering Distribution Effects
Jaakko Lehtinen
,
Timo Aila
, Jiawen Chen,
Samuli Laine
, Frédo Durand
Clipless Dual-Space Bounds for Faster Stochastic Rasterization
Samuli Laine
,
Timo Aila
,
Tero Karras
,
Jaakko Lehtinen
The Alchemy Screen-space Ambient Obscurance Algorithm
Morgan McGuire, Brian Osman, Michael Bukowski, Padraic Hennessy
The Workflow Scale: Why 5x Faster Might Not Be Enough
Eric Enderton, Daniel Wexler
Stratified Sampling for Stochastic Transparency
Samuli Laine
,
Tero Karras
Decoupled Sampling for Graphics Pipelines
Jonathan Ragan-Kelley, Jaakko Lehtinen, Jiawen Chen, Michael Doggett, Frédo Durand
A Local Image Reconstruction Algorithm for Stochastic Rendering
Peter Shirley,
Timo Aila
, Jonathan Cohen, Eric Enderton,
Samuli Laine
,
David Luebke
, Morgan McGuire
Colored Stochastic Shadow Maps
Morgan McGuire, Eric Enderton
Subpixel Reconstruction Antialiasing
Matthäus G. Chajdas, Morgan McGuire,
David Luebke