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Computer Graphics
(331)
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(80)
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(78)
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(42)
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(36)
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331 results found
Computer Graphics
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Computer Graphics
2017
The Iray Light Transport Simulation and Rendering System
Alex Keller
, Carsten Wächter, Matthias Raab, Daniel Seibert, Dietger van Antwerpen, Johann Korndörfer, Lutz Kettner
Consistent Video Filtering for Camera Arrays
Nicolas Bonneel, James Tompkin, Deqing Sun, Oliver Wang, Kalyan Sunkavalli, Sylvain Paris, Hanspeter Pfister
Wide Field Of View Varifocal Near-Eye Display Using See-Through Deformable Membrane Mirrors
David Dunn, Kaan Akşit,
David Luebke
Phenomenological Transparency
Morgan McGuire, Michael Mara
Real-Time Global Illumination using Precomputed Light Field Probes
Morgan McGuire, Mike Mara, Derek Nowrouzezahrai,
David Luebke
Hashed Alpha Testing
Chris Wyman
, Morgan McGuire
Learning Light Transport the Reinforced Way
Ken Dahm,
Alex Keller
2016
Towards Foveated Rendering for Gaze-Tracked Virtual Reality
Anjul Patney,
Marco Salvi
,
Joohwan Kim
, Anton Kaplanyan,
Chris Wyman
, Nir Benty,
David Luebke
,
Aaron Lefohn
Aggregate G-Buffer Anti-Aliasing in Unreal Engine 4
Louis Bavoil,
Cyril Crassin
A System for Rapid Exploration of Shader Optimization Choices
Yong He, Theresa Foley, Kayvon Fatahalian
GI next: global illumination for production rendering on GPUs
Enzo Catalano, Rajko Yasui-Schöffel , Ken Dahm,
Nikolaus Binder
,
Alex Keller
Estimating Local Beckmann Roughness for Complex BSDFs
Nicolas Holzschuch, Anton Kaplanyan, Johannes Hanika, Carsten Dachsbacher
Perceptually-Based Foveated Virtual Reality
Anjul Patney,
Joohwan Kim
,
Marco Salvi
, Anton Kaplanyan,
Chris Wyman
, Nir Benty,
Aaron Lefohn
,
David Luebke
Exploring and Expanding the Continuum of OIT Algorithms
Chris Wyman
Efficient stackless hierarchy traversal on GPUs with backtracking in constant time
Nikolaus Binder
,
Alex Keller
Deep G-Buffers for Stable Global Illumination Approximation
Michael Mara, Morgan McGuire, Derek Nowrouzezahrai,
David Luebke
Infinite Resolution Textures
Alexander Reshetov
,
David Luebke
Filtering Distributions of Normals for Shading Antialiasing
Anton Kaplanyan, Stephen Hill, Anjul Patney,
Aaron Lefohn
A Phenomenological Scattering Model for Order-Independent Transparency
Morgan McGuire, Michael Mara
Real-time Rendering of Procedural Multiscale Materials
Tobias Zirr, Anton Kaplanyan
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
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