Publications

Journal of Computer Graphics Techniques

Efficient Rendering of Volumetric Motion Blur Using Temporally Unstructured Volumes + video (2016, paper)
Efficient Unbiased Rendering of Thin Participating Media (2018, paper)

SIGGRAPH & TOG

A Radiative Transfer Framework for Non-Exponential Media (2018, TOG paper)
Production Volume Rendering (2017, course)
Simulating Rivers in The Good Dinosaur (2016, talk)
Making A Dinosaur Seem Small: Cloudscapes in The Good Dinosaur (2016, talk)
Volume Modeling Techniques in The Good Dinosaur (2016, talk)
Art-Directable Multiple Volumetric Scattering
+ video (2015, talk)
Oz: The Great and Volumetric
(2013, talk)
Production Volume Rendering 1 – Fundamentals
(2011, course)
Production Volume Rendering 2 – Systems (2011, course)
Capturing Thin Features In Smoke Simulations (2011, talk)
Volumetric Methods in Visual Effects
(2010, course)
Fire Simulation And Rendering In Beowulf
(2008, talk)
A Production Tool for Terrain Generation (2005, talk)
Robust Rendering of High Resolution Terrain (2004, talk)
Inter-frame Caching for High-Quality Terrain Rendering (2004, talk)
Fluid Simulation Interaction Techniques (2003, talk)

Master’s Thesis

Fluid Simulation For Visual Effects (2003)

Other

Direct Transmittance Estimation in Heterogeneous Participating Media Using Approximated Taylor Expansions (IEEE TOVCG 2020)
Product Importance Sampling of the Volume Rendering Equation using Virtual Density Segments (Pixar Technical Memo 2019)
Synscapes: A Photorealistic Synthetic Dataset for Street Scene Parsing (ArXiv 2018)
Procedural Modeling and Physically Based Rendering for Synthetic Data Generation in Automotive Applications (ArXiv 2017)
Path Traced Subsurface Scattering Using Anisotropic Phase Functions and Non-Exponential Free Flights (Pixar Technical Memo 2017)
Real-time Image Based Lighting in Software Using HDR Panoramas (ACM Graphite 2003)

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