All Stories

  1. Perceptual error optimization for Monte Carlo animation rendering
  2. Discovering Fatigued Movements for Virtual Character Animation
  3. Neural Prefiltering for Correlation-Aware Levels of Detail
  4. Revisiting controlled mixture sampling for rendering applications
  5. Focal Path Guiding for Light Transport Simulation
  6. XEngine: Optimal Tensor Rematerialization for Neural Networks in Heterogeneous Environments
  7. Reducing render times by focussing rays on where they matter most
  8. Efficiency-aware multiple importance sampling for bidirectional rendering algorithms
  9. Text-Based Motion Synthesis with a Hierarchical Two-Stream RNN
  10. Variance-aware path guiding
  11. Predicting Mid-Air Interaction Movements and Fatigue Using Deep Reinforcement Learning
  12. Stylistic Locomotion Modeling and Synthesis using Variational Generative Models
  13. Optimal multiple importance sampling
  14. Rodent
  15. Parallel Multi-Hypothesis Algorithm for Criticality Estimation in Traffic and Collision Avoidance
  16. Adaptive gaussian mixture trajectory model for physical model control using motion capture data
  17. Capturing Subtle Motion Differences of Pedestrian Street Crossings
  18. Foveated Depth-of-Field Filtering in Head-Mounted Displays
  19. AnyDSL: a partial evaluation framework for programming high-performance libraries
  20. How to avoid an AI interaction singularity
  21. How should a fixed budget of dwell time be spent in scanning electron microscopy to optimize image quality?
  22. Exemplar-based inpainting as a solution to the missing wedge problem in electron tomography
  23. Efficient Caustic Rendering with Lightweight Photon Mapping
  24. Predicting the gaze depth in head-mounted displays using multiple feature regression
  25. FiVES: an aspect-oriented approach for shared virtual environments in the web
  26. A new approach to plan manual assembly
  27. A Data Layout Transformation for Vectorizing Compilers
  28. RaTrace: simple and efficient abstractions for BVH ray traversal algorithms
  29. Modelling and characterization of ductile fracture surface in Al-Si alloys by means of Voronoi tessellation
  30. FiVES: An Aspect-Oriented Virtual Environment Server
  31. Personalized Orthopedic Trauma Surgery by Applied Clinical Mechanics
  32. Spherically symmetric volume elements as basis functions for image reconstructions in computed laminography
  33. Dreamspace: A Platform and Tools for Collaborative Virtual Production
  34. Integrated Semantic Fault Analysis and Worker Support for Cyber-Physical Production Systems
  35. GPU Ray Tracing using Irregular Grids
  36. Perception-driven Accelerated Rendering
  37. RaTrace: simple and efficient abstractions for BVH ray traversal algorithms
  38. An analysis of eye-tracking data in foveated ray tracing
  39. Foveated Real-Time Ray Tracing for Head-Mounted Displays
  40. Advanced recording schemes for electron tomography
  41. Shallow embedding of DSLs via online partial evaluation
  42. Feature Adaptive Sampling for Scanning Electron Microscopy
  43. Building Construction Sets by Tiling Grammar Simplification
  44. On geometric artifacts in cryo electron tomography
  45. The Ettention software package
  46. The basic building blocks of declarative 3D on the web
  47. Marker Detection in Electron Tomography: A Comparative Study
  48. Shallow embedding of DSLs via online partial evaluation
  49. An automated workflow for the biomechanical simulation of a tibia with implant using computed tomography and the finite element method
  50. The XML3D architecture
  51. Matched Backprojection Operator for Combined Scanning Transmission Electron Microscopy Tilt- and Focal Series
  52. Corrigendum to “Progressive Stochastic Reconstruction Technique (PSRT) for cryo electron tomography” [J. Struct. Biol. 189 (3) (2015) 195–206]
  53. Progressive Stochastic Reconstruction Technique (PSRT) for cryo electron tomography
  54. Plugin free remote visualization in the browser
  55. A CSS integration model for declarative 3D
  56. Interaction Techniques for Wall-Sized Screens
  57. Target-Specific Refinement of Multigrid Codes
  58. shade.js: Adaptive Material Descriptions
  59. Code Refinement of Stencil Codes
  60. TFS: Combined Tilt- and Focal Series Scanning Transmission Electron Microscopy
  61. Progressive Light Transport Simulation on the GPU
  62. Combined Scanning Transmission Electron Microscopy Tilt- and Focal Series
  63. Blast
  64. Configurable instances of 3D models for declarative 3D in the web
  65. Specialization through dynamic staging
  66. Progressive stochastic reconstruction technique for cryo electron tomography
  67. An Open Modular Middleware for Interoperable Virtual Environments
  68. XML3D and Xflow: Combining Declarative 3D for the Web with Generic Data Flows
  69. Adaptive Quantization Visibility Caching
  70. xml3d.js: Architecture of a Polyfill implementation of XML3D
  71. A Collaborative Virtual Workspace for Factory Configuration and Evaluation
  72. Declarative AR and image processing on the web with Xflow
  73. Declarative integration of interactive 3D graphics into the world-wide web
  74. Efficient stack-less BVH traversal for ray tracing
  75. XML3DRepo
  76. Light transport simulation with vertex connection and merging
  77. Towards a living earth simulator
  78. Reverse genlock for synchronous tiled display walls with Smart Internet Displays
  79. Microtiles: Extracting Building Blocks from Correspondences
  80. From real cities to virtual worlds using an open modular architecture
  81. Progressive Lightcuts for GPU
  82. Xflow
  83. An Open Modular Architecture for Effective Integration of Virtual Worlds in the Web
  84. Two-Level Grids for Ray Tracing on GPUs
  85. ISReal: A Platform for Intelligent Simulated Realities
  86. Combining global and local virtual lights for detailed glossy illumination
  87. Stream processing on GPUs using distributed multimedia middleware
  88. Real-Time Ray Tracing of Complex Molecular Scenes
  89. Measuring properties of molecular surfaces using ray casting
  90. Stream Processing on GPUs Using Distributed Multimedia Middleware
  91. XML3D
  92. A parallel algorithm for construction of uniform grids
  93. DRONE: A Flexible Framework for Distributed Rendering and Display
  94. Extending X3D for distributed multimedia processing and control
  95. Object partitioning considered harmful
  96. RTSG
  97. Interactive massive model rendering
  98. Efficient CPU-based Volume Ray Tracing Techniques
  99. High-speed volume ray casting with CUDA
  100. RTfact: Generic concepts for flexible and high performance ray tracing
  101. Massive model visualization techniques
  102. Massive model visualization using realtime ray tracing
  103. Massive model visualization using realtime ray tracing
  104. Network-integrated multimedia middleware (NMM)
  105. Guest Editors' Introduction: Real-Time Interaction with Complex Models
  106. Realtime Ray Tracing on GPU with BVH-based Packet Traversal
  107. Stackless KD-Tree Traversal for High Performance GPU Ray Tracing
  108. Applying Ray Tracing for Virtual Reality and Industrial Design
  109. Estimating Performance of a Ray-Tracing ASIC Design
  110. Experiences with Streaming Construction of SAH KD-Trees
  111. Ray Tracing Animated Scenes using Motion Decomposition
  112. Terrain Guided Multi-Level Instancing of Highly Complex Plant Populations
  113. Interactive ray tracing of skinned animations
  114. Exploring the use of ray tracing for future games
  115. Message from the Chairs
  116. RPU
  117. An interactive out-of-core rendering framework for visualizing massively complex models
  118. Introduction to real-time ray tracing
  119. Realtime ray tracing for current and future games
  120. Balancing Considered Harmful - Faster Photon Mapping using the Voxel Volume Heuristic -
  121. Interactive visualization of exceptionally complex industrial CAD datasets
  122. A virtual memory architecture for real-time ray tracing hardware
  123. A Scalable Approach to Interactive Global Illumination
  124. When will ray-tracing replace rasterization?
  125. Transparent distributed processing for rendering
  126. Sampling procedural shaders using affine arithmetic
  127. Composite lighting simulations with lighting networks
  128. Bounded Radiosity - Illumination on General Surfaces and Clusters
  129. Ray tracing of spline surfaces: B�zier clipping, Chebyshev boxing, and bounding volume hierarchy - a critical comparison with new results
  130. Using Procedural RenderMan Shaders for Global Illurnination
  131. A platform for visualizing curves and surfaces
  132. Vision-an architecture for global illumination calculations
  133. Radiosity and relaxation methods
  134. Implementing RenderMan - Practice, Problems and Enhancements
  135. VRML scene graphs on an interactive ray tracing engine
  136. Distributed interactive ray tracing of dynamic scenes
  137. Wide area camera calibration using virtual calibration objects
  138. Bounded clustering-finding good bounds on clustered light transport