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Publications
Our publications provide insight into some of our leading-edge research.
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Computer Graphics
(28)
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(4)
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28 results found
Computer Graphics
Clear all
2015
2011
Computer Graphics
2015
A System for Rapid, Automatic Shader Level-of-Detail
Yong He, Theresa Foley, Natalya Tatarchuk, Kayvon Fatahalian
CloudLight: A System for Amortizing Indirect Lighting in Real-Time Rendering
Cyril Crassin
,
David Luebke
, Michael Mara, Morgan McGuire, Brent Oster, Peter Shirley, Peter-Pike Sloan,
Chris Wyman
The SGGX microflake distribution
Eric Heitz, Jonathan Dupuy,
Cyril Crassin
, Carsten Dachsbacher
Accumulative Anti-Aliasing
Eric Enderton, Eric Lum, Christian Rouet, Oleg Kuznetsov
Decoupled Coverage Anti-Aliasing
Yuxiang Wang,
Chris Wyman
, Yong He, Pradeep Sen
An Adaptive Acceleration Structure for Screen-space Ray Tracing
Jan Kautz
, Sven Widmer, Dawid Pajak, Andre Schulz, Kari Pulli, Michael Goesele,
David Luebke
The Light Field Stereoscope
Fu-Chung Huang,
David Luebke
, Gordon Wetzstein
Stackless ray tracing of patches from feature-adaptive subdivision on GPUs
Nikolaus Binder
,
Alex Keller
Improved Half Vector Space Light Transport
Johannes Hanika, Anton Kaplanyan, Carsten Dachsbacher
Apex Point Map for Constant-Time Bounding Plane Approximation
Samuli Laine
,
Tero Karras
Filtering Environment Illumination for Interactive Physically-Based Rendering in Mixed Reality
Soham Uday Mehta, Kihwan Kim, Dawid Pajak, Kari Pulli,
Jan Kautz
, Ravi Ramamoorthi
Slim near eye display using pinhole aperture arrays
Kaan Akşit,
Jan Kautz
,
David Luebke
Aggregate G-Buffer Anti-Aliasing
Cyril Crassin
, Morgan McGuire, Kayvon Fatahalian,
Aaron Lefohn
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