Publications

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. NF-PCAC: Normalizing Flow based Point Cloud Attribute Compression. In IEEE ICASSP, 2023.

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. Crafting the MPEG metrics for objective and perceptual quality assessment of volumetric videos. In Springer QaUE, 2023.

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. Coding of dynamic 3D meshes. Chapter 14 in Immmersive Video Technologies, 2023.

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. Compression of Time-Varying Textured Meshes using Patch Tiling and Image-based Tracking. In IEEE EUVIP, 2022.

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. V-PCC performance evaluation of the first mpeg point codec. Invited paper in SMPTE Motion Imaging Journal, 2021.

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. V-PCC performance evaluation of the first MPEG point codec. In SMPTE 2020 Annual Technical Conference and Exhibition, 2020.

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. Analytic Approximations for Real-Time Area Light Shading. In IEEE TVCG, 2017.

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. Cache-Friendly Micro-Jittered Sampling. In SIGGRAPH Talks, 2016.

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. Contact Visualization. In Eurographics WICED, 2016.

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. Accurate Analytic Approximations for Real-Time Specular Area Lighting. In Symposium on Interactive 3D Graphics and Games, ACM SIGGRAPH. Redmond, WA. Recieved Best Paper award and Best Presentation award, 2016.

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. Accurate Analytic Approximations For Real-Time Specular Area Lighting. In SIGGRAPH Talks, 2015.

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. Dynamic On-Mesh Procedural Generation. In Graphics Interface, Halifax, 2015.

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. Dynamic On-Mesh Procedural Generation Control. In SIGGRAPH Talks, Vancouver, 2014.

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. Sub Pixel Shadow Mapping. In proceedings of I3D, San-Francisco, 2014.

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. Boundary-Aware Extinction Mapping. In proceedings of Pacific Graphics, Singapor, 2013.

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. Sub Pixel Shadow Mapping. In proceedings of SIGGRAPH talks, Anaheim, 2013.

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. Many Core Event Evaluation. In proceedings of ACM Siggraph Web3D, San-Sebastian, Spain, 2013.

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. Real time image based volume lighting. In proceedings of Eurographics, Girona Spain. Imaging Short Papers Session, 2013.

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. GPU Roof Grammars. In proceedings of Eurographics, Singapor. Buildings and Stereo Short Papers Session., 2013.

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. GPU Shape Grammars. In proceedings of Pacific Graphics 2012. Hong Kong., 2012.

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. Volume-Aware Extinction Mapping. In proceedings of SIGGRAPH 2012 Talks. Los Angeles. Silence! Eliminate the Noise Talk Session., 2012.

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. Bringing Transmittance Function Maps to the Screen: Wrath of the Titans and Prometheus. In proceedings of ACM Siggraph Digital Production Symposium 2012. Los Angeles. Speed Session, 2012.

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. Z3 Culling. Chapter in GPU PRO 3, 3D Engine Design part. A K Peters/CRC Press. This book chapter presents all the details regarding the talk, titled triple depth culling, we did at SIGGRAPH in 2011., 2012.

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. Extinction Transmittance Maps. In proceedings of SIGGRAPH Asia 2011. Hong Kong. Production and Visual Effects Sketch Session, 2011.

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. Triple Depth Culling. In proceedings of SIGGRAPH 2011. Vancouver, Canada. Talk Session, 2011.

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. Streaming and Synchronization of Multi-User Worlds Through HTTP/1.1. In proceedings of ACM Siggraph Web3D 2011. Paris, France., 2011.

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. Render-Time Procedural Per-Pixel Geometry Generation. In proceedings of Graphics Interface 2011. St. John’s, Newfoundland, Canada., 2011.

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. Grabbing Real Light - Toward Virtual Presence. In proceedings of the 27th spring conference on Computer Graphics. Viničné - Slovak Republic., 2011.

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. Transmittance Function Mapping. In ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, I3D 2011. February 2011. San Francisco, USA., 2011.

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. Poisson disk ray-marched ambient occlusion. In ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, I3D 2011. San Francisco, USA. Poster session., 2011.

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. Single Scattering in Heterogeneous Participating Media. In ACM SIGGRAPH 2010. August 2010. Los Angeles, USA. Volumes and Precipitation Talk Session, 2010.

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. Adaptive Real-Time Rendering of Planetary Terrains. In proceedings of the 18th WSCG International Conference on Computer Graphics, Visualization and Computer Vision. February 2010. Plzen - Bory, Czech Republic., 2010.

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. Volumetric Shadow Mapping. In proceedings of SIGGRAPH 2009. New Orlean, USA. Real Fast Rendering Talk Session., 2009.

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. Adaptive Streaming and Rendering of Large Terrains: A Generic Solution. In proceedings of the 17th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision. Plzen - Bory, Czech Republic., 2009.

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. Using Expressive Rendering for Remote Visualization of Large City Models. In proceedings of the 11th International Conference on 3D Web Technology. ACM SIGGRAPH. Washington. USA., 2006.

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. Adaptive Streaming and Rendering of Large Terrains using Strip Masks. In proceedings of ACM GRAPHITE 2005, pages 299-306. ACM. New Zealand, 2005.

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. The FL-system: A Functional L-system for procedural geometric modeling. In The Visual Computer, online first issue. Springer., 2005.

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. Open-ViBE: a 3D Platform for Real-Time Neuroscience. Journal of Neurotherapy, vol 9., 2005.

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. A Vrml97-X3D Extension for Massive Scenery Management in Virtual Worlds. In proceedings of the ninth international conference on 3D Web technology, pages 145-153. ACM SIGGRAPH. Monterey Ca.USA, 2004.

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. Remote Rendering of Massively Textured 3D Scenes Through Progressive Texture Maps. In proceedings of the third IASTED conference on Visualisation Imaging and Image Processing, pages 756-761. ACTA Press. Benalmadeña Spain, 2003.

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. Remote Interactive Walkthrough of City Models. In proceedings of Pacific Graphics, pages 389-393. IEEE Computer Society. Canmore Canada. Short paper., 2003.

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. Remote Interactive Walkthrough of City Models using Procedural Geometry. INRIA. July 2003. Rennes. Research Report RR-4885., 2003.

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