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Research Labs
All Research Labs
3D Deep Learning
Applied Research
Autonomous Vehicles
Deep Imagination
Publications
AI Playground
New and Featured
AI Art Gallery
NGC Demos
Research Areas
AI & Machine Learning
3D Deep Learning
Computer Vision
Robotics
All Areas
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2025
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(4)
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(1)
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(1)
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(3)
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Computer Graphics
(17)
Esports
(17)
Human Computer Interaction
(13)
VR, AR and Display Technology
(9)
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(6)
Real-Time Rendering
(6)
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(2)
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(3)
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17 results found
Computer Graphics
Esports
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Computer Graphics
Esports
2025
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
2024
Learning to Move Like Professional Counter-Strike Players
David Durst, F. Xie, V. Sarukkai, Brennan Shacklett,
Iuri Frosio
,
Chen Tessler
,
Joohwan Kim
, C. Taylor, G. Bernstein, S. Choudhury, P. Hanrahan,, Kayvon Fatahalian
Variable Frame Timing Affects Perception of Smoothness in First-Person Gaming
Devi Klein,
Josef Spjut
,
Ben Boudaoud
,
Joohwan Kim
On Smoothly Varying Frame Timing in First-Person Gaming
UC Santa Barbara and NVIDIA,
Josef Spjut
,
Ben Boudaoud
,
Joohwan Kim
SIGGRAPH
Is Less More? Rendering for Esports
Benjamin Watson,
Josef Spjut
,
Joohwan Kim
, Byungjoo Lee, Mijin Yoo, Peter Shirley, Rulon Raymond
2023
Constant Field of View Display Size Effects on First-Person Aiming Time
Josef Spjut
,
Ben Boudaoud
,
Joohwan Kim
Less is More: Rendering for Esports
Benjamin Watson,
Joohwan Kim
,
Josef Spjut
, Peter Shirley, Byungjoo Lee
SIGGRAPH
2022
The Esports Frontier: Rendering, Interaction and Display
Benjamin Watson,
Josef Spjut
, Byungjoo Lee, Greg Ward
SIGGRAPH
Image Features Influence Reaction Time: A Learned Probabilistic Perceptual Model for Saccade Latency
Budmonde Duinkharjav, Praneeth Chakravarthula, Rachel Brown, Anjul Patney, Qi Sun
Best Technical Paper, SIGGRAPH 2022
FirstPersonScience: An Open Source Tool for Studying FPS Esports Aiming
Ben Boudaoud
,
Josef Spjut
, Pyarelal Knowles, Arjun Madhusudan,
Joohwan Kim
Esports meets human-computer interaction
Simone Kriglstein, Anna Lisa Martin-Niedecken,
Josef Spjut
, Nicole B. Damen, Selen Turkay, Anders Drachen
2021
A Case Study of First Person Aiming at Low Latency for Esports
Josef Spjut
,
Ben Boudaoud
,
Joohwan Kim
2020
Post-Render Warp with Late Input Sampling Improves Aiming Under High Latency Conditions
Joohwan Kim
, Pyarelal Knowles,
Josef Spjut
,
Ben Boudaoud
, Morgan McGuire
2019
Latency of 30 ms Benefits First Person Targeting Tasks More Than Refresh Rate Above 60 Hz
Josef Spjut
,
Ben Boudaoud
, Kamran Binaee,
Jonghyun Kim
, Zander Majercik, Morgan McGuire,
David Luebke
,
Joohwan Kim
Esports Arms Race: Latency and Refresh Rate for Competitive Gaming Tasks
Joohwan Kim
,
Josef Spjut
, Morgan McGuire, Zander Majercik,
Ben Boudaoud
, Rachel Albert,
David Luebke
VSS
Temporally Dense Ray Tracing
Pontus Ebelin
, Jim Nilsson,
Marco Salvi
,
Josef Spjut
,
Tomas Akenine-Möller