All Stories

  1. im2im: Automatically Converting In-Memory Image Representations using a Knowledge Graph Approach
  2. DuetGen: Music Driven Two-Person Dance Generation via Hierarchical Masked Modeling
  3. Practical Inverse Rendering of Textured and Translucent Appearance
  4. Correct your balance heuristic: Optimizing balance-style multiple importance sampling weights
  5. New Parameters Based on Ground Reaction Forces for Monitoring Rehabilitation Following Tibial Fractures and Assessment of Heavily Altered Gait
  6. MARS: Multi-sample Allocation through Russian roulette and Splitting
  7. REMOS: 3D Motion-Conditioned Reaction Synthesis for Two-Person Interactions
  8. N-BVH: Neural ray queries with bounding volume hierarchies
  9. Characteristic Changes of the Stance-Phase Plantar Pressure Curve When Walking Uphill and Downhill: Cross-Sectional Study
  10. Temporal Coherence-Based Distributed Ray Tracing of Massive Scenes
  11. Perceptual error optimization for Monte Carlo animation rendering
  12. Discovering Fatigued Movements for Virtual Character Animation
  13. Neural Prefiltering for Correlation-Aware Levels of Detail
  14. Revisiting controlled mixture sampling for rendering applications
  15. Focal Path Guiding for Light Transport Simulation
  16. Characteristic Changes of the Stance-Phase Plantar Pressure Curve When Walking Uphill and Downhill: Cross-Sectional Study (Preprint)
  17. XEngine: Optimal Tensor Rematerialization for Neural Networks in Heterogeneous Environments
  18. Reducing render times by focussing rays on where they matter most
  19. Efficiency-aware multiple importance sampling for bidirectional rendering algorithms
  20. Text-Based Motion Synthesis with a Hierarchical Two-Stream RNN
  21. Deep Neural Networks for Analysis of Microscopy Images—Synthetic Data Generation and Adaptive Sampling
  22. Uncertainty Quantification and Calibration of Imitation Learning Policy in Autonomous Driving
  23. Variance-aware path guiding
  24. Predicting Mid-Air Interaction Movements and Fatigue Using Deep Reinforcement Learning
  25. Stylistic Locomotion Modeling and Synthesis using Variational Generative Models
  26. Optimal multiple importance sampling
  27. Rodent
  28. Parallel Multi-Hypothesis Algorithm for Criticality Estimation in Traffic and Collision Avoidance
  29. Adaptive gaussian mixture trajectory model for physical model control using motion capture data
  30. Capturing Subtle Motion Differences of Pedestrian Street Crossings
  31. Foveated Depth-of-Field Filtering in Head-Mounted Displays
  32. AnyDSL: a partial evaluation framework for programming high-performance libraries
  33. How to avoid an AI interaction singularity
  34. How should a fixed budget of dwell time be spent in scanning electron microscopy to optimize image quality?
  35. Exemplar-based inpainting as a solution to the missing wedge problem in electron tomography
  36. Efficient Caustic Rendering with Lightweight Photon Mapping
  37. Predicting the gaze depth in head-mounted displays using multiple feature regression
  38. FiVES: an aspect-oriented approach for shared virtual environments in the web
  39. A new approach to plan manual assembly
  40. A Data Layout Transformation for Vectorizing Compilers
  41. RaTrace: simple and efficient abstractions for BVH ray traversal algorithms
  42. A Quality-Centered Analysis of Eye Tracking Data in Foveated Rendering
  43. Modelling and characterization of ductile fracture surface in Al-Si alloys by means of Voronoi tessellation
  44. FiVES: An Aspect-Oriented Virtual Environment Server
  45. Personalized Orthopedic Trauma Surgery by Applied Clinical Mechanics
  46. Spherically symmetric volume elements as basis functions for image reconstructions in computed laminography
  47. Dreamspace: A Platform and Tools for Collaborative Virtual Production
  48. Integrated Semantic Fault Analysis and Worker Support for Cyber-Physical Production Systems
  49. GPU Ray Tracing using Irregular Grids
  50. Perception-driven Accelerated Rendering
  51. RaTrace: simple and efficient abstractions for BVH ray traversal algorithms
  52. An analysis of eye-tracking data in foveated ray tracing
  53. Foveated Real-Time Ray Tracing for Head-Mounted Displays
  54. Advanced recording schemes for electron tomography
  55. Shallow embedding of DSLs via online partial evaluation
  56. Feature Adaptive Sampling for Scanning Electron Microscopy
  57. Building Construction Sets by Tiling Grammar Simplification
  58. On geometric artifacts in cryo electron tomography
  59. The Ettention software package
  60. The basic building blocks of declarative 3D on the web
  61. Marker Detection in Electron Tomography: A Comparative Study
  62. Shallow embedding of DSLs via online partial evaluation
  63. An automated workflow for the biomechanical simulation of a tibia with implant using computed tomography and the finite element method
  64. The XML3D architecture
  65. Matched Backprojection Operator for Combined Scanning Transmission Electron Microscopy Tilt- and Focal Series
  66. Corrigendum to “Progressive Stochastic Reconstruction Technique (PSRT) for cryo electron tomography” [J. Struct. Biol. 189 (3) (2015) 195–206]
  67. Progressive Stochastic Reconstruction Technique (PSRT) for cryo electron tomography
  68. Plugin free remote visualization in the browser
  69. A CSS integration model for declarative 3D
  70. Interaction Techniques for Wall-Sized Screens
  71. Lazy details for large high-resolution displays
  72. Target-Specific Refinement of Multigrid Codes
  73. shade.js: Adaptive Material Descriptions
  74. Code Refinement of Stencil Codes
  75. TFS: Combined Tilt- and Focal Series Scanning Transmission Electron Microscopy
  76. Progressive Light Transport Simulation on the GPU
  77. Combined Scanning Transmission Electron Microscopy Tilt- and Focal Series
  78. Blast
  79. Configurable instances of 3D models for declarative 3D in the web
  80. Specialization through dynamic staging
  81. Progressive stochastic reconstruction technique for cryo electron tomography
  82. An Open Modular Middleware for Interoperable Virtual Environments
  83. XML3D and Xflow: Combining Declarative 3D for the Web with Generic Data Flows
  84. Adaptive Quantization Visibility Caching
  85. xml3d.js: Architecture of a Polyfill implementation of XML3D
  86. A Collaborative Virtual Workspace for Factory Configuration and Evaluation
  87. Declarative AR and image processing on the web with Xflow
  88. Declarative integration of interactive 3D graphics into the world-wide web
  89. Efficient stack-less BVH traversal for ray tracing
  90. XML3DRepo
  91. Light transport simulation with vertex connection and merging
  92. Towards a living earth simulator
  93. Reverse genlock for synchronous tiled display walls with Smart Internet Displays
  94. Microtiles: Extracting Building Blocks from Correspondences
  95. From real cities to virtual worlds using an open modular architecture
  96. Progressive Lightcuts for GPU
  97. Xflow
  98. An Open Modular Architecture for Effective Integration of Virtual Worlds in the Web
  99. Two-Level Grids for Ray Tracing on GPUs
  100. ISReal: A Platform for Intelligent Simulated Realities
  101. Combining global and local virtual lights for detailed glossy illumination
  102. Stream processing on GPUs using distributed multimedia middleware
  103. Real-Time Ray Tracing of Complex Molecular Scenes
  104. Measuring properties of molecular surfaces using ray casting
  105. Stream Processing on GPUs Using Distributed Multimedia Middleware
  106. XML3D
  107. Combining global and local virtual lights for detailed glossy illumination
  108. A parallel algorithm for construction of uniform grids
  109. DRONE: A Flexible Framework for Distributed Rendering and Display
  110. Extending X3D for distributed multimedia processing and control
  111. Object partitioning considered harmful
  112. RTSG
  113. Interactive massive model rendering
  114. Efficient CPU-based Volume Ray Tracing Techniques
  115. Massive model visualization techniques
  116. Massive model visualization using realtime ray tracing
  117. High-speed volume ray casting with CUDA
  118. RTfact: Generic concepts for flexible and high performance ray tracing
  119. Massive model visualization using realtime ray tracing
  120. Network-integrated multimedia middleware (NMM)
  121. Guest Editors' Introduction: Real-Time Interaction with Complex Models
  122. Adaptive Spatial Sample Caching
  123. Realtime Ray Tracing on GPU with BVH-based Packet Traversal
  124. Stackless KD-Tree Traversal for High Performance GPU Ray Tracing
  125. Applying Ray Tracing for Virtual Reality and Industrial Design
  126. Estimating Performance of a Ray-Tracing ASIC Design
  127. Experiences with Streaming Construction of SAH KD-Trees
  128. Ray Tracing Animated Scenes using Motion Decomposition
  129. Terrain Guided Multi-Level Instancing of Highly Complex Plant Populations
  130. Interactive ray tracing of skinned animations
  131. B-KD trees for hardware accelerated ray tracing of dynamic scenes
  132. Exploring the use of ray tracing for future games
  133. Message from the Chairs
  134. Faster Isosurface Ray Tracing Using Implicit KD-Trees
  135. RPU
  136. An interactive out-of-core rendering framework for visualizing massively complex models
  137. Introduction to real-time ray tracing
  138. Realtime ray tracing for current and future games
  139. Balancing Considered Harmful - Faster Photon Mapping using the Voxel Volume Heuristic -
  140. Interactive visualization of exceptionally complex industrial CAD datasets
  141. A virtual memory architecture for real-time ray tracing hardware
  142. A Scalable Approach to Interactive Global Illumination
  143. When will ray-tracing replace rasterization?
  144. Transparent distributed processing for rendering
  145. Sampling procedural shaders using affine arithmetic
  146. Composite lighting simulations with lighting networks
  147. Bounded Radiosity - Illumination on General Surfaces and Clusters
  148. Ray tracing of spline surfaces: B�zier clipping, Chebyshev boxing, and bounding volume hierarchy - a critical comparison with new results
  149. Using Procedural RenderMan Shaders for Global Illurnination
  150. A platform for visualizing curves and surfaces
  151. Vision-an architecture for global illumination calculations
  152. Radiosity and relaxation methods
  153. Implementing RenderMan - Practice, Problems and Enhancements
  154. VRML scene graphs on an interactive ray tracing engine
  155. Distributed interactive ray tracing of dynamic scenes
  156. Wide area camera calibration using virtual calibration objects
  157. Bounded clustering-finding good bounds on clustered light transport