Creează un cont pentru a te abona la acest blog și a-i urmări articolele pe pagina Lectură.
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My dissertation has been published digitially and is now available in its entirety as a free download.
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We apply the theory of moments to develop computationally efficient methods for real-time rendering of shadows and reconstruction of transient images from few measurements.
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My recent paper on non-linearly quantized moment shadow maps promises an executable demo.
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Moment shadow maps enable direct filtering to accomplish proper antialiasing of dynamic hard shadows.
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The invited extension of our i3D 2016 paper is now published in the Journal of Computer Graphics Techniques.
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Like variance shadow maps, the recently proposed moment shadow maps can be filtered directly but they provide a substantially higher quality.
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After the previous blog post several readers (namely Morgan McGuire, Mikkel Gjoel and Bart Wronski) expressed interest in 3D blue noise.
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Dithering is almost as old as computer graphics but recently it has received quite a lot of attention among game developers.
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It's time to deliver on a recent promise.
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This post covers a little gem worth sharing: The fastest solution to cubic equations with three real roots that I am aware of.
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In response to Morgan McGuire's request this post will explain how I set up this blog using his handy Markdeep, MathJax and Wordpress.
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I've got a blog now and you're reading its first post.
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Shadow map aliasing is a common artifact in games.
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Building upon previous works, we transfer the recently proposed moment shadow mapping to three new applications.
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Transient images help to analyze light transport in scenes.
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We present moment shadow mapping, a novel technique for fast, filtered hard shadows.
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Keywords: automated evaluation, filtered hard shadows, moment problem, shadow mapping, variance