Optimizing Ray Tracing of Trimmed NURBS Surfaces on the GPU | 0 | 0.34 | 2021 |
Increasing the Spatial Resolution of BTF Measurement with Scheimpflug Imaging. | 0 | 0.34 | 2019 |
Optimal Deterministic Mixture Sampling. | 0 | 0.34 | 2019 |
Multiple importance sampling characterization by weighted mean invariance. | 0 | 0.34 | 2018 |
On the Advancement of BTF Measurement on Site. | 0 | 0.34 | 2018 |
Multiple importance sampling revisited: breaking the bounds | 1 | 0.37 | 2018 |
Extended Morton codes for high performance bounding volume hierarchy construction | 0 | 0.34 | 2017 |
Lightdrum - Portable Light Stage for Accurate BTF Measurement on Site. | 0 | 0.34 | 2017 |
Adaptive multiple importance sampling for general functions. | 2 | 0.39 | 2017 |
Lightdrum: surface reflectance measurement on site | 0 | 0.34 | 2017 |
Gaze analysis of BRDF distortions | 0 | 0.34 | 2016 |
Parallel On-Demand Hierarchy Construction on Contemporary GPUs. | 1 | 0.35 | 2016 |
Practical experiences with using autocollimator for surface reflectance measurement | 0 | 0.34 | 2016 |
Variance Analysis of Multi-sample and One-sample Multiple Importance Sampling. | 4 | 0.57 | 2016 |
Perceptually Motivated BRDF Comparison using Single Image. | 10 | 0.58 | 2016 |
Performance Comparison of Bounding Volume Hierarchies and Kd‐Trees for GPU Ray Tracing | 4 | 0.41 | 2016 |
Register Efficient Dynamic Memory Allocator for GPUs | 3 | 0.43 | 2015 |
Incremental BVH construction for ray tracing. | 3 | 0.41 | 2015 |
Surface Reflectance Characterization By Statistical Tools | 2 | 0.36 | 2015 |
Light Chisel: 6DOF Pen Tracking | 1 | 0.36 | 2015 |
Geometric accuracy analysis of stationary BTF gonioreflectometers | 0 | 0.34 | 2015 |
Parallel BTF Compression with Multi-Level Vector Quantization in OpenCL | 1 | 0.35 | 2014 |
Bounding volume hierarchies versus kd-trees on contemporary many-core architectures | 3 | 0.40 | 2014 |
Statistical Characterization of Surface Reflectance | 0 | 0.34 | 2014 |
Optimal combination of techniques in multiple importance sampling | 5 | 0.54 | 2014 |
Massively Parallel Hierarchical Scene Processing with Applications in Rendering. | 9 | 0.49 | 2013 |
Fast Insertion-Based Optimization of Bounding Volume Hierarchies. | 22 | 1.02 | 2013 |
Visibility driven BVH build up algorithm for ray tracing. | 0 | 0.34 | 2012 |
Review: Kd-tree Traversal Algorithms for Ray Tracing | 14 | 0.58 | 2011 |
Efficient stack-less BVH traversal for ray tracing | 19 | 0.73 | 2011 |
Bidirectional Texture Function Compression Based on Multi-Level Vector Quantization | 18 | 0.78 | 2010 |
Path Regeneration for Interactive Path Tracing | 14 | 0.81 | 2010 |
Adaptive global visibility sampling | 14 | 0.57 | 2009 |
RDH: ray distribution heuristics for construction of spatial data structures | 8 | 0.55 | 2009 |
Ray tracing with sparse boxes | 4 | 0.52 | 2007 |
About the relation between spatial subdivisions and object hierarchies used in ray tracing | 2 | 0.41 | 2007 |
Global Illumination Using Photon Ray Splatting | 16 | 1.04 | 2007 |
Efficient Sorting and Searching in Rendering Algorithms. | 0 | 0.34 | 2006 |
Interactive system for dynamic scene lighting using captured video environment maps | 22 | 1.06 | 2005 |
On cross-validation and resampling of BRDF data measurements | 2 | 0.47 | 2005 |
Fast Final Gathering Via Reverse Photon Mapping | 15 | 1.86 | 2005 |
Robust and numerically stable Bézier clipping method for ray tracing NURBS surfaces | 9 | 0.62 | 2005 |
Importance sampling for video environment maps | 9 | 0.60 | 2005 |
Ray maps for global illumination | 17 | 1.01 | 2004 |
Exploiting temporal coherence in ray casted walkthroughs. | 10 | 1.06 | 2003 |
An efficient spatio-temporal architecture for animation rendering | 21 | 0.93 | 2003 |
Goniometric Diagram Mapping for Hemisphere | 4 | 0.89 | 2003 |
On comparing ray shooting algorithms | 2 | 0.36 | 2003 |
On Improving Kd Tree for Ray Shooting | 11 | 2.16 | 2002 |
On the efficiency of ray-shooting acceleration schemes | 14 | 1.08 | 2002 |