Marco Salvi | Research
research.nvidia.com
Marco Salvi . Additional Research Areas: Computer Graphics. Algorithms and Numerical Methods. Machine Learning and Artificial Intelligence. Ray Tracing. Virtual and Augmented Reality. Publications Machine Learning and Rendering Interactive Stable Ray Tracing
GPU Pro 5: Advanced Rendering Techniques - Google Books
books.google.de
11] Marco Salvi, Kiril Vidim`ee, Andrew Lauritzen, Aaron Lefohn, and Matt Pharr. “Adaptive Volume Shadow Maps.” In GPU Pro 2, edited by Wolfgang Engel, pp.
GPU Pro 2 - Wolfgang Engel - Google Books
books.google.no
This book focuses on advanced rendering techniques that run on the DirectX and/or OpenGL run-time with any shader language available. It includes articles on...
Real-Time Rendering, Fourth Edition
books.google.lv
924, Vaidyanathan, Karthik, Jacob Munkberg, Petrik Clarberg, and Marco Salvi, “Layered Light Field Reconstruction for Defocus Blur,” ACM Transactions ...
Developer Interview: Ninja Theory's Marco Salvi Discusses Heavenly...
n4g.com
Ninja Theory's exotic NAO32 rendering method gets explained by one of the minds that developed it. "information we need to represent the amount of light that ...
Google Blogs: 박피디의 게임 개발 이야기 : GDC2011 강연자료를 정리하고 있습니다 ...
Adaptive Order Independent Transparency: A Fast and Practical Approach to Rendering Transparent Geometr Marco Salvi (Intel Corporation) #. [http] 발표자료. Design in Detail: Tuning the Muzzle Velocity of the Plasma ...
Pixels, Too Many..
pixelstoomany.wordpress.com
Another day, another HDR rendering trick and some hope for the future. July 5, â Marco Salvi
Real-Time Rendering · Update on SIGGRAPH Beyond Programmable ...
www.realtimerendering.com
:45 Order-independent transparency (state of the art) [Marco Salvi, Intel]. 15:15 Interative global illumination (state of the art) [Chris Wyman, Univ. of Iowa]. 15:45 User-defined pipelines for ray tracing [Steve Parker, NVIDIA] ...
All web results to the name "Marco Salvi"
ShaderX Book Series » Lighthouse3d.com
www.lighthouse3d.com
Removing Shadow Volume Artifacts by Spatial Adjustment, Chi-Sing Leung, Tze-Yui Ho and Tien-Ts(VI); Rendering Filtered Shadows with Exponential Shadow Maps, Marco Salvi (VI); Reverse extruded shadow volumes, Renaldas Zioma (II) ...
Sample Distribution Shadow Maps - Intel® Software Network
software.intel.com
By Andrew Lauritzen, Marco Salvi, Aaron Lefohn. Advances in Real-Time Rendering in 3D Graphics and Games, SIGGRAPH Courses This demo showcases an extension to Z-partitioning (cascaded shadow maps) called Sample ...
RT Marco Salvi @marcosalvi: VR rendering problems at GDC16...
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leonard lin's weblog. topical geek news.
Multi-Layer Alpha Blending
software.intel.com
We introduce multi-layer alpha blending, a novel solution to real- time order-independent transparency that operates in a single rendering pass and in bounded...
From the Lab Bench: Real-Time Rendering GDC Vault
www.gdcvault.com
... From the Lab Bench: Real-Time Rendering Advances from NVIDIA Research (presented by NVIDIA). Speaker(s):, Tim Foley, Anton Kaplanyan, Marco Salvi.
GDC Vault - Adaptive Order Independent Transparency: A Fast and...
www.gdcvault.com
Session Name, Adaptive Order Independent Transparency: A Fast and Practical Approach to Rendering Transparent Geometry. Speaker(s), Marco Salvi.
Open Problems in Real-Time Rendering 2016
openproblems.realtimerendering.com
... Light: Past, Present and Future Challenges of Global Illumination in Games. Colin Barré-Brisebois (Electronic Arts SEED). 3:40 pm. Future Directions for Compute-for-Graphics. Andrew Lauritzen (Electronic Arts SEED). 4:25 pm. Deep Learning: The Future of Real-Time Rendering? Marco Salvi (NVIDIA).
Machine Learning and Rendering - Jaroslav Křivánek
cgg.mff.cuni.cz
Oculus Research, Marco Salvi NVIDIA ... Alexander Keller, Jaroslav Křivánek, Jan Novák, Anton Kaplanyan, and Marco Salvi. Machine learning and rendering.
Advances in Real-Time Rendering in 3D Graphics and Games - SIGGRAPH...
advances.realtimerendering.com
Marco Salvi: Affiliation: Intel: Bio: Marco Salvi joined the Advanced Rendering Technology at Intel in 2008, where he focuses his research on new shadow algorithms and
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