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Text
CASUAL EFFECTS
A game of exploration and discovery for all ages on iPad, iPhone, and iPod Touch. An infinite, procedurally-generated universe filled with ice planets, wormholes, aliens, verdant worlds, binary star systems, lost civilizations, and more. The further you explore, the more thatthe game changes.
CREATING GAMES
Creating Games is a comprehensive introduction to the process and theories of game development. It is written for academic games courses, professionals new to the games industry, and and indie development teams. The book includes worksheets and exercises that cumulate in a game design document. "This ambitious, wide-ranging booksucceeds in
CASUAL EFFECTS
**The G3D Innovation Engine** !(preview.jpg) Description ===== The G3D Innovation Engine is a commercial-grade C++ 3D engine available asOpen Source.
CASUAL EFFECTS
Custom Formatting ===== Manual ----- Markdeep uses CSS for styling. MARKDEEP - CASUAL EFFECTS Welcome to Markdeep. It's the simple way to write plain text with style . Markdeep is ideal for design documents, specifications, README files, code documentation, lab reports, blogs, and technical web pages. Because the source is plain text, Markdeep works well with software development toolchains. MCGUIRE COMPUTER GRAPHICS ARCHIVE Morgan McGuire corrected exposed backfaces, most holes, mesh interpenetration, and materials in 3DS Max and exported to OBJ format. The original had two cars with angled wheels. This version has a single car with wheels in a default pose that for easier run-time animation. Download 16.6 MB. MMPX STYLE-PRESERVING PIXEL ART MAGNIFICATION Submitted to the Journal of Computer Graphics Techniques MMPX Style-Preserving Pixel Art Magnification Vol. 3, No. 1, 2021 https://jcgt.org standalone artworks adopt similar constraints as an aesthetic even when practicallyCASUAL EFFECTS
**TOP★BURN 1k** A PICO-8 Jam Game in 1024 Characters by (https://casual-effects.com) (topburn.html) # PICO-1K Jam My goal for EFFICIENT TRIANGLE AND QUADRILATERAL CLIPPING WITHIN SHADERS i i \jgt" | 2011/9/2 | 11:17 | page 4 | #4 i i i i i i 4 journal of graphics tools v 0 v 1 v 2 v 3 v! 2 v 0 v 1 v 2 v! 1 v! 2 Figure 1. Left: Case 3 is a triangle that produces quadrilateral (v DEEP G-BUFFERS FOR STABLE GLOBAL ILLUMINATION APPROXIMATION High Performance Graphics (2016) Ulf Assarsson and Warren Hunt (Editors) Deep G-Buffers for Stable Global Illumination Approximation M. Mara, M. McGuire, D. Nowrouzezahrai, and D. LuebkeCASUAL EFFECTS
A game of exploration and discovery for all ages on iPad, iPhone, and iPod Touch. An infinite, procedurally-generated universe filled with ice planets, wormholes, aliens, verdant worlds, binary star systems, lost civilizations, and more. The further you explore, the more thatthe game changes.
CREATING GAMES
Creating Games is a comprehensive introduction to the process and theories of game development. It is written for academic games courses, professionals new to the games industry, and and indie development teams. The book includes worksheets and exercises that cumulate in a game design document. "This ambitious, wide-ranging booksucceeds in
CASUAL EFFECTS
**The G3D Innovation Engine** !(preview.jpg) Description ===== The G3D Innovation Engine is a commercial-grade C++ 3D engine available asOpen Source.
CASUAL EFFECTS
Custom Formatting ===== Manual ----- Markdeep uses CSS for styling. MARKDEEP - CASUAL EFFECTS Welcome to Markdeep. It's the simple way to write plain text with style . Markdeep is ideal for design documents, specifications, README files, code documentation, lab reports, blogs, and technical web pages. Because the source is plain text, Markdeep works well with software development toolchains. MCGUIRE COMPUTER GRAPHICS ARCHIVE Morgan McGuire corrected exposed backfaces, most holes, mesh interpenetration, and materials in 3DS Max and exported to OBJ format. The original had two cars with angled wheels. This version has a single car with wheels in a default pose that for easier run-time animation. Download 16.6 MB. MMPX STYLE-PRESERVING PIXEL ART MAGNIFICATION Submitted to the Journal of Computer Graphics Techniques MMPX Style-Preserving Pixel Art Magnification Vol. 3, No. 1, 2021 https://jcgt.org standalone artworks adopt similar constraints as an aesthetic even when practicallyCASUAL EFFECTS
**TOP★BURN 1k** A PICO-8 Jam Game in 1024 Characters by (https://casual-effects.com) (topburn.html) # PICO-1K Jam My goal for EFFICIENT TRIANGLE AND QUADRILATERAL CLIPPING WITHIN SHADERS i i \jgt" | 2011/9/2 | 11:17 | page 4 | #4 i i i i i i 4 journal of graphics tools v 0 v 1 v 2 v 3 v! 2 v 0 v 1 v 2 v! 1 v! 2 Figure 1. Left: Case 3 is a triangle that produces quadrilateral (v DEEP G-BUFFERS FOR STABLE GLOBAL ILLUMINATION APPROXIMATION High Performance Graphics (2016) Ulf Assarsson and Warren Hunt (Editors) Deep G-Buffers for Stable Global Illumination Approximation M. Mara, M. McGuire, D. Nowrouzezahrai, and D. LuebkeCASUAL EFFECTS
**The G3D Innovation Engine** !(preview.jpg) Description ===== The G3D Innovation Engine is a commercial-grade C++ 3D engine available asOpen Source.
CREATING GAMES
Creating Games is a comprehensive introduction to the process and theories of game development. It is written for academic games courses, professionals new to the games industry, and and indie development teams. The book includes worksheets and exercises that cumulate in a game design document. "This ambitious, wide-ranging booksucceeds in
CODEHEART.JS
To start making desktop, browser, and mobile game apps in JavaScript with codeheart.js: . Download play.html and game.js to a folder on your computer. Do not change the filenames. Load play.html in your web browser.; Edit game.js in any plain text editor, such as TextEdit or Notepad. If you use a programmer's editor, then your code will be easier to indent and read. GAME - CASUAL-EFFECTS.COM Game - casual-effects.com HASHED ALPHA TESTING Figure 5: A minified cedar tree using (a) alpha testing, stochastic alpha testing with (b) 1, (c) 4, (d) 16, and (e) 64 samples per pixel, and (f) a supersampled ground truth using sorted alpha blending.CASUAL EFFECTS
Casual Effects
IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER … IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS, VOL. XX, NO. X, XXXX 2017 2 (a) Traditonal alpha test (b) Alpha-to-coverage (c) Hashed alpha test (d) Hashed alpha-to-coverage A FAST AND STABLE FEATURE-AWARE MOTION BLUR FILTER A Fast and Stable Feature-Aware Motion Blur Filter Jean-Philippe Guertin, Morgan McGuire, and Derek Nowrouzezahrai Figure 1: We render temporally coherent motion blur without any motion artifacts, even on animation sequences with complex THE ALCHEMY SCREEN-SPACE AMBIENT OBSCURANCE ALGORITHM the near- and far-field illumination models, ambient occlusion is often extended to ambient obscurance (AO) using a falloff function that reduces the influence of occlusion with FAST GLOBAL ILLUMINATION APPROXIMATIONS ON DEEP G-BUFFERS NVIDIA Technical Report NVR-2014-001 2014 Fast Global Illumination Approximations on Deep G-Buffers Michael Mara1 Morgan McGuire1 Derek Nowrouzezahrai2 David Luebke1 1NVIDIA 2University of Montreal Direct + Ambient Direct + (1-AO) ⇥ Ambient + Radiosity + Mirror RaysCASUAL EFFECTS
A game of exploration and discovery for all ages on iPad, iPhone, and iPod Touch. An infinite, procedurally-generated universe filled with ice planets, wormholes, aliens, verdant worlds, binary star systems, lost civilizations, and more. The further you explore, the more thatthe game changes.
MCGUIRE COMPUTER GRAPHICS ARCHIVE Morgan McGuire corrected exposed backfaces, most holes, mesh interpenetration, and materials in 3DS Max and exported to OBJ format. The original had two cars with angled wheels. This version has a single car with wheels in a default pose that for easier run-time animation. Download 16.6 MB. MARKDEEP - CASUAL EFFECTS Welcome to Markdeep. It's the simple way to write plain text with style . Markdeep is ideal for design documents, specifications, README files, code documentation, lab reports, blogs, and technical web pages. Because the source is plain text, Markdeep works well with software development toolchains.CASUAL EFFECTS
**The G3D Innovation Engine** !(preview.jpg) Description ===== The G3D Innovation Engine is a commercial-grade C++ 3D engine available asOpen Source.
CASUAL EFFECTS
Custom Formatting ===== Manual ----- Markdeep uses CSS for styling. MMPX STYLE-PRESERVING PIXEL ART MAGNIFICATION Submitted to the Journal of Computer Graphics Techniques MMPX Style-Preserving Pixel Art Magnification Vol. 3, No. 1, 2021 https://jcgt.org standalone artworks adopt similar constraints as an aesthetic even when practicallyCASUAL EFFECTS
**TOP★BURN 1k** A PICO-8 Jam Game in 1024 Characters by (https://casual-effects.com) (topburn.html) # PICO-1K Jam My goal for EFFICIENT TRIANGLE AND QUADRILATERAL CLIPPING WITHIN SHADERS i i \jgt" | 2011/9/2 | 11:17 | page 4 | #4 i i i i i i 4 journal of graphics tools v 0 v 1 v 2 v 3 v! 2 v 0 v 1 v 2 v! 1 v! 2 Figure 1. Left: Case 3 is a triangle that produces quadrilateral (vCASUAL EFFECTS
Casual Effects
DEEP G-BUFFERS FOR STABLE GLOBAL ILLUMINATION APPROXIMATION High Performance Graphics (2016) Ulf Assarsson and Warren Hunt (Editors) Deep G-Buffers for Stable Global Illumination Approximation M. Mara, M. McGuire, D. Nowrouzezahrai, and D. LuebkeCASUAL EFFECTS
A game of exploration and discovery for all ages on iPad, iPhone, and iPod Touch. An infinite, procedurally-generated universe filled with ice planets, wormholes, aliens, verdant worlds, binary star systems, lost civilizations, and more. The further you explore, the more thatthe game changes.
MCGUIRE COMPUTER GRAPHICS ARCHIVE Morgan McGuire corrected exposed backfaces, most holes, mesh interpenetration, and materials in 3DS Max and exported to OBJ format. The original had two cars with angled wheels. This version has a single car with wheels in a default pose that for easier run-time animation. Download 16.6 MB. MARKDEEP - CASUAL EFFECTS Welcome to Markdeep. It's the simple way to write plain text with style . Markdeep is ideal for design documents, specifications, README files, code documentation, lab reports, blogs, and technical web pages. Because the source is plain text, Markdeep works well with software development toolchains.CASUAL EFFECTS
**The G3D Innovation Engine** !(preview.jpg) Description ===== The G3D Innovation Engine is a commercial-grade C++ 3D engine available asOpen Source.
CASUAL EFFECTS
Custom Formatting ===== Manual ----- Markdeep uses CSS for styling. MMPX STYLE-PRESERVING PIXEL ART MAGNIFICATION Submitted to the Journal of Computer Graphics Techniques MMPX Style-Preserving Pixel Art Magnification Vol. 3, No. 1, 2021 https://jcgt.org standalone artworks adopt similar constraints as an aesthetic even when practicallyCASUAL EFFECTS
**TOP★BURN 1k** A PICO-8 Jam Game in 1024 Characters by (https://casual-effects.com) (topburn.html) # PICO-1K Jam My goal for EFFICIENT TRIANGLE AND QUADRILATERAL CLIPPING WITHIN SHADERS i i \jgt" | 2011/9/2 | 11:17 | page 4 | #4 i i i i i i 4 journal of graphics tools v 0 v 1 v 2 v 3 v! 2 v 0 v 1 v 2 v! 1 v! 2 Figure 1. Left: Case 3 is a triangle that produces quadrilateral (vCASUAL EFFECTS
Casual Effects
DEEP G-BUFFERS FOR STABLE GLOBAL ILLUMINATION APPROXIMATION High Performance Graphics (2016) Ulf Assarsson and Warren Hunt (Editors) Deep G-Buffers for Stable Global Illumination Approximation M. Mara, M. McGuire, D. Nowrouzezahrai, and D. LuebkeCASUAL EFFECTS
**The G3D Innovation Engine** !(preview.jpg) Description ===== The G3D Innovation Engine is a commercial-grade C++ 3D engine available asOpen Source.
CREATING GAMES
Creating Games is a comprehensive introduction to the process and theories of game development. It is written for academic games courses, professionals new to the games industry, and and indie development teams. The book includes worksheets and exercises that cumulate in a game design document. "This ambitious, wide-ranging booksucceeds in
CASUAL EFFECTS
Examples ===== Local Editing ===== In addition to using my online editor, you can create and edit TurtleScript animations directly on your computer or through other web editors. To do this, download `starter.html` or create a new plain-text document with a filename ending in "`.html`". GAME - CASUAL-EFFECTS.COM Game - casual-effects.comCASUAL EFFECTS
Casual Effects
A TAXONOMY OF BIDIRECTIONAL SCATTERING DISTRIBUTION McGuire et al. / Scattering Taxonomy lobes has a pedigree in BSDF research and a history of usage that influences the terminology inthis paper.
HASHED ALPHA TESTING Figure 5: A minified cedar tree using (a) alpha testing, stochastic alpha testing with (b) 1, (c) 4, (d) 16, and (e) 64 samples per pixel, and (f) a supersampled ground truth using sorted alpha blending. THE ALCHEMY SCREEN-SPACE AMBIENT OBSCURANCE ALGORITHM the near- and far-field illumination models, ambient occlusion is often extended to ambient obscurance (AO) using a falloff function that reduces the influence of occlusion with A FAST AND STABLE FEATURE-AWARE MOTION BLUR FILTER A Fast and Stable Feature-Aware Motion Blur Filter Jean-Philippe Guertin, Morgan McGuire, and Derek Nowrouzezahrai Figure 1: We render temporally coherent motion blur without any motion artifacts, even on animation sequences with complex AGGREGATE G-BUFFER ANTI-ALIASING depths and normals, and mean values of relevant surface attributes. The following subsections describe a four-step process for gener-ating and storing per-pixel geometry aggregates in an aggregate G-CASUAL EFFECTS
A game of exploration and discovery for all ages on iPad, iPhone, and iPod Touch. An infinite, procedurally-generated universe filled with ice planets, wormholes, aliens, verdant worlds, binary star systems, lost civilizations, and more. The further you explore, the more thatthe game changes.
MCGUIRE COMPUTER GRAPHICS ARCHIVE Morgan McGuire corrected exposed backfaces, most holes, mesh interpenetration, and materials in 3DS Max and exported to OBJ format. The original had two cars with angled wheels. This version has a single car with wheels in a default pose that for easier run-time animation. Download 16.6 MB.CREATING GAMES
Creating Games is a comprehensive introduction to the process and theories of game development. It is written for academic games courses, professionals new to the games industry, and and indie development teams. The book includes worksheets and exercises that cumulate in a game design document. "This ambitious, wide-ranging booksucceeds in
MARKDEEP - CASUAL EFFECTS Welcome to Markdeep. It's the simple way to write plain text with style . Markdeep is ideal for design documents, specifications, README files, code documentation, lab reports, blogs, and technical web pages. Because the source is plain text, Markdeep works well with software development toolchains.CASUAL EFFECTS
Custom Formatting ===== Manual ----- Markdeep uses CSS for styling. MMPX STYLE-PRESERVING PIXEL ART MAGNIFICATION Submitted to the Journal of Computer Graphics Techniques MMPX Style-Preserving Pixel Art Magnification Vol. 3, No. 1, 2021 https://jcgt.org standalone artworks adopt similar constraints as an aesthetic even when practically EFFICIENT TRIANGLE AND QUADRILATERAL CLIPPING WITHIN SHADERS i i \jgt" | 2011/9/2 | 11:17 | page 4 | #4 i i i i i i 4 journal of graphics tools v 0 v 1 v 2 v 3 v! 2 v 0 v 1 v 2 v! 1 v! 2 Figure 1. Left: Case 3 is a triangle that produces quadrilateral (vCASUAL EFFECTS
Casual Effects
DEEP G-BUFFERS FOR STABLE GLOBAL ILLUMINATION APPROXIMATION High Performance Graphics (2016) Ulf Assarsson and Warren Hunt (Editors) Deep G-Buffers for Stable Global Illumination Approximation M. Mara, M. McGuire, D. Nowrouzezahrai, and D. Luebke FAST GLOBAL ILLUMINATION APPROXIMATIONS ON DEEP G-BUFFERS NVIDIA Technical Report NVR-2014-001 2014 Fast Global Illumination Approximations on Deep G-Buffers Michael Mara1 Morgan McGuire1 Derek Nowrouzezahrai2 David Luebke1 1NVIDIA 2University of Montreal Direct + Ambient Direct + (1-AO) ⇥ Ambient + Radiosity + Mirror RaysCASUAL EFFECTS
A game of exploration and discovery for all ages on iPad, iPhone, and iPod Touch. An infinite, procedurally-generated universe filled with ice planets, wormholes, aliens, verdant worlds, binary star systems, lost civilizations, and more. The further you explore, the more thatthe game changes.
MCGUIRE COMPUTER GRAPHICS ARCHIVE Morgan McGuire corrected exposed backfaces, most holes, mesh interpenetration, and materials in 3DS Max and exported to OBJ format. The original had two cars with angled wheels. This version has a single car with wheels in a default pose that for easier run-time animation. Download 16.6 MB.CREATING GAMES
Creating Games is a comprehensive introduction to the process and theories of game development. It is written for academic games courses, professionals new to the games industry, and and indie development teams. The book includes worksheets and exercises that cumulate in a game design document. "This ambitious, wide-ranging booksucceeds in
MARKDEEP - CASUAL EFFECTS Welcome to Markdeep. It's the simple way to write plain text with style . Markdeep is ideal for design documents, specifications, README files, code documentation, lab reports, blogs, and technical web pages. Because the source is plain text, Markdeep works well with software development toolchains.CASUAL EFFECTS
Custom Formatting ===== Manual ----- Markdeep uses CSS for styling. MMPX STYLE-PRESERVING PIXEL ART MAGNIFICATION Submitted to the Journal of Computer Graphics Techniques MMPX Style-Preserving Pixel Art Magnification Vol. 3, No. 1, 2021 https://jcgt.org standalone artworks adopt similar constraints as an aesthetic even when practically EFFICIENT TRIANGLE AND QUADRILATERAL CLIPPING WITHIN SHADERS i i \jgt" | 2011/9/2 | 11:17 | page 4 | #4 i i i i i i 4 journal of graphics tools v 0 v 1 v 2 v 3 v! 2 v 0 v 1 v 2 v! 1 v! 2 Figure 1. Left: Case 3 is a triangle that produces quadrilateral (vCASUAL EFFECTS
Casual Effects
DEEP G-BUFFERS FOR STABLE GLOBAL ILLUMINATION APPROXIMATION High Performance Graphics (2016) Ulf Assarsson and Warren Hunt (Editors) Deep G-Buffers for Stable Global Illumination Approximation M. Mara, M. McGuire, D. Nowrouzezahrai, and D. Luebke FAST GLOBAL ILLUMINATION APPROXIMATIONS ON DEEP G-BUFFERS NVIDIA Technical Report NVR-2014-001 2014 Fast Global Illumination Approximations on Deep G-Buffers Michael Mara1 Morgan McGuire1 Derek Nowrouzezahrai2 David Luebke1 1NVIDIA 2University of Montreal Direct + Ambient Direct + (1-AO) ⇥ Ambient + Radiosity + Mirror RaysCREATING GAMES
Creating Games is a comprehensive introduction to the process and theories of game development. It is written for academic games courses, professionals new to the games industry, and and indie development teams. The book includes worksheets and exercises that cumulate in a game design document. "This ambitious, wide-ranging booksucceeds in
CASUAL EFFECTS
**TOP★BURN 1k** A PICO-8 Jam Game in 1024 Characters by (https://casual-effects.com) (topburn.html) # PICO-1K Jam My goal forCODEHEART.JS
To start making desktop, browser, and mobile game apps in JavaScript with codeheart.js: . Download play.html and game.js to a folder on your computer. Do not change the filenames. Load play.html in your web browser.; Edit game.js in any plain text editor, such as TextEdit or Notepad. If you use a programmer's editor, then your code will be easier to indent and read.MORGAN MCGUIRE
Morgan McGuire Chief Scientist, Roblox. Adjunct Professor, University of Waterloo Adjunct Professor, McGill University @CasualEffects morgan@casual-effects.com https://casual-effects.com. Biography | Curriculum Vitae | Curriculum VitaeCASUAL EFFECTS
Examples ===== Local Editing ===== In addition to using my online editor, you can create and edit TurtleScript animations directly on your computer or through other web editors. To do this, download `starter.html` or create a new plain-text document with a filename ending in "`.html`". GAME - CASUAL-EFFECTS.COM Game - casual-effects.comCASUAL EFFECTS
Casual Effects
HASHED ALPHA TESTING Figure 5: A minified cedar tree using (a) alpha testing, stochastic alpha testing with (b) 1, (c) 4, (d) 16, and (e) 64 samples per pixel, and (f) a supersampled ground truth using sorted alpha blending. ADAPTIVE TEMPORAL ANTIALIASING Adaptive Temporal Antialiasing HPG ’18, August 10–12, 2018, Vancouver, Canada TAA failure. In practice, the segmentation mask isstored as two
IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER … IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS, VOL. XX, NO. X, XXXX 2017 2 (a) Traditonal alpha test (b) Alpha-to-coverage (c) Hashed alpha test (d) Hashed alpha-to-coverageCASUAL EFFECTS
A game of exploration and discovery for all ages on iPad, iPhone, and iPod Touch. An infinite, procedurally-generated universe filled with ice planets, wormholes, aliens, verdant worlds, binary star systems, lost civilizations, and more. The further you explore, the more thatthe game changes.
MCGUIRE COMPUTER GRAPHICS ARCHIVE Morgan McGuire corrected exposed backfaces, most holes, mesh interpenetration, and materials in 3DS Max and exported to OBJ format. The original had two cars with angled wheels. This version has a single car with wheels in a default pose that for easier run-time animation. Download 16.6 MB.CREATING GAMES
Creating Games is a comprehensive introduction to the process and theories of game development. It is written for academic games courses, professionals new to the games industry, and and indie development teams. The book includes worksheets and exercises that cumulate in a game design document. "This ambitious, wide-ranging booksucceeds in
MARKDEEP - CASUAL EFFECTS Welcome to Markdeep. It's the simple way to write plain text with style . Markdeep is ideal for design documents, specifications, README files, code documentation, lab reports, blogs, and technical web pages. Because the source is plain text, Markdeep works well with software development toolchains. MMPX STYLE-PRESERVING PIXEL ART MAGNIFICATION Submitted to the Journal of Computer Graphics Techniques MMPX Style-Preserving Pixel Art Magnification Vol. 3, No. 1, 2021 https://jcgt.org standalone artworks adopt similar constraints as an aesthetic even when practicallyCASUAL EFFECTS
Custom Formatting ===== Manual ----- Markdeep uses CSS for styling. EFFICIENT TRIANGLE AND QUADRILATERAL CLIPPING WITHIN SHADERS i i \jgt" | 2011/9/2 | 11:17 | page 4 | #4 i i i i i i 4 journal of graphics tools v 0 v 1 v 2 v 3 v! 2 v 0 v 1 v 2 v! 1 v! 2 Figure 1. Left: Case 3 is a triangle that produces quadrilateral (vCASUAL EFFECTS
Casual Effects
DEEP G-BUFFERS FOR STABLE GLOBAL ILLUMINATION APPROXIMATION High Performance Graphics (2016) Ulf Assarsson and Warren Hunt (Editors) Deep G-Buffers for Stable Global Illumination Approximation M. Mara, M. McGuire, D. Nowrouzezahrai, and D. Luebke FAST GLOBAL ILLUMINATION APPROXIMATIONS ON DEEP G-BUFFERS NVIDIA Technical Report NVR-2014-001 2014 Fast Global Illumination Approximations on Deep G-Buffers Michael Mara1 Morgan McGuire1 Derek Nowrouzezahrai2 David Luebke1 1NVIDIA 2University of Montreal Direct + Ambient Direct + (1-AO) ⇥ Ambient + Radiosity + Mirror RaysCASUAL EFFECTS
A game of exploration and discovery for all ages on iPad, iPhone, and iPod Touch. An infinite, procedurally-generated universe filled with ice planets, wormholes, aliens, verdant worlds, binary star systems, lost civilizations, and more. The further you explore, the more thatthe game changes.
MCGUIRE COMPUTER GRAPHICS ARCHIVE Morgan McGuire corrected exposed backfaces, most holes, mesh interpenetration, and materials in 3DS Max and exported to OBJ format. The original had two cars with angled wheels. This version has a single car with wheels in a default pose that for easier run-time animation. Download 16.6 MB.CREATING GAMES
Creating Games is a comprehensive introduction to the process and theories of game development. It is written for academic games courses, professionals new to the games industry, and and indie development teams. The book includes worksheets and exercises that cumulate in a game design document. "This ambitious, wide-ranging booksucceeds in
MARKDEEP - CASUAL EFFECTS Welcome to Markdeep. It's the simple way to write plain text with style . Markdeep is ideal for design documents, specifications, README files, code documentation, lab reports, blogs, and technical web pages. Because the source is plain text, Markdeep works well with software development toolchains.CASUAL EFFECTS
Custom Formatting ===== Manual ----- Markdeep uses CSS for styling. MMPX STYLE-PRESERVING PIXEL ART MAGNIFICATION Submitted to the Journal of Computer Graphics Techniques MMPX Style-Preserving Pixel Art Magnification Vol. 3, No. 1, 2021 https://jcgt.org standalone artworks adopt similar constraints as an aesthetic even when practically EFFICIENT TRIANGLE AND QUADRILATERAL CLIPPING WITHIN SHADERS i i \jgt" | 2011/9/2 | 11:17 | page 4 | #4 i i i i i i 4 journal of graphics tools v 0 v 1 v 2 v 3 v! 2 v 0 v 1 v 2 v! 1 v! 2 Figure 1. Left: Case 3 is a triangle that produces quadrilateral (vCASUAL EFFECTS
Casual Effects
DEEP G-BUFFERS FOR STABLE GLOBAL ILLUMINATION APPROXIMATION High Performance Graphics (2016) Ulf Assarsson and Warren Hunt (Editors) Deep G-Buffers for Stable Global Illumination Approximation M. Mara, M. McGuire, D. Nowrouzezahrai, and D. Luebke FAST GLOBAL ILLUMINATION APPROXIMATIONS ON DEEP G-BUFFERS NVIDIA Technical Report NVR-2014-001 2014 Fast Global Illumination Approximations on Deep G-Buffers Michael Mara1 Morgan McGuire1 Derek Nowrouzezahrai2 David Luebke1 1NVIDIA 2University of Montreal Direct + Ambient Direct + (1-AO) ⇥ Ambient + Radiosity + Mirror RaysCREATING GAMES
Creating Games is a comprehensive introduction to the process and theories of game development. It is written for academic games courses, professionals new to the games industry, and and indie development teams. The book includes worksheets and exercises that cumulate in a game design document. "This ambitious, wide-ranging booksucceeds in
CASUAL EFFECTS
**TOP★BURN 1k** A PICO-8 Jam Game in 1024 Characters by (https://casual-effects.com) (topburn.html) # PICO-1K Jam My goal forCODEHEART.JS
To start making desktop, browser, and mobile game apps in JavaScript with codeheart.js: . Download play.html and game.js to a folder on your computer. Do not change the filenames. Load play.html in your web browser.; Edit game.js in any plain text editor, such as TextEdit or Notepad. If you use a programmer's editor, then your code will be easier to indent and read.MORGAN MCGUIRE
Morgan McGuire Chief Scientist, Roblox. Adjunct Professor, University of Waterloo Adjunct Professor, McGill University @CasualEffects morgan@casual-effects.com https://casual-effects.com. Biography | Curriculum Vitae | Curriculum VitaeCASUAL EFFECTS
Examples ===== Local Editing ===== In addition to using my online editor, you can create and edit TurtleScript animations directly on your computer or through other web editors. To do this, download `starter.html` or create a new plain-text document with a filename ending in "`.html`". GAME - CASUAL-EFFECTS.COM Game - casual-effects.comCASUAL EFFECTS
Casual Effects
HASHED ALPHA TESTING Figure 5: A minified cedar tree using (a) alpha testing, stochastic alpha testing with (b) 1, (c) 4, (d) 16, and (e) 64 samples per pixel, and (f) a supersampled ground truth using sorted alpha blending. ADAPTIVE TEMPORAL ANTIALIASING Adaptive Temporal Antialiasing HPG ’18, August 10–12, 2018, Vancouver, Canada TAA failure. In practice, the segmentation mask isstored as two
IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER … IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS, VOL. XX, NO. X, XXXX 2017 2 (a) Traditonal alpha test (b) Alpha-to-coverage (c) Hashed alpha test (d) Hashed alpha-to-coverage Computer graphics projects by MORGAN MCGUIREand friends.
twitter email game jams industry blog articles research nvidiaTHE GRAPHICS CODEX
_An essential reference for 3D computer graphics. _ I compiled the equations, diagrams, and code that I most reference into this app and then added 13 chapters of lecture notes from the graphics courses I taught. Available in iOS app and Windows, OS X, Android, and Linux web editions.MARKDEEP
_Markdown everywhere, with diagrams and equations_ A free technology that magically makes plain text documents look great when viewed in a browser. No plugin, installation, document compiling or exporting...just start writing. G3D INNOVATION ENGINE _Graphics research and rapid prototyping in OpenGL and C++_ An open source engine used for research and development throughout academia and industry for 20 years on Windows, Linux, and MacOS. The primary code library for the _Graphics Codex_ and _Computer Graphics Principles and Practice_. MCGUIRE COMPUTER GRAPHICS ARCHIVE _Computer graphics benchmarks_ Free, standardized computer graphics models and test images for use in research and prototyping in OBJ and PNG format.QUADPLAY✜
_Fantasy console in a web browser_ A free and open source fantasy console and development environment for hobby programming, game jams, and teaching. Quadplay✜ uses a Python-like scripting language, supports up to four players, and provides hundreds of built-in sprites, sounds, and fonts to get youstarted.
COMPUTER GRAPHICS: PRINCIPLES AND PRACTICE _The definitive, comprehensive textbook on computer graphics for overthree decades_
This third edition of the classic "Foley and van Dam" text is completely rewritten to cover all major topics in the field. It is both broad and deep, covering topics as diverse as including GPU architecture, path tracing, shader programming, matrix transformations, the physics of light, subdivision surfaces, spatial data structures, and animation. CREATING GAMES: MECHANICS, CONTENT, AND TECHNOLOGY _Game development, from world-building to coding to projectmanagement_
A practical introduction to game development for indie developers, hobbyists, and students.CODEHEART.JS
_Learn to program web and mobile games in JavaScript_ A framework and examples for learning game programming the fun and easy way, using JavaScript in a web browser.TURTLESCRIPT
_A teaching environment for young programmers_ A modern variant of the classic LOGO language with a simple web integrated development environment and extensibility to animations.NANO JAMMER
_The tiny fantasy console_ A complete environment for creating tiny arcade games for the emulator of a ridiculously constrained hand-held retro console...that never existed. I'm really happy with the mathy programming language. PROJECT ROCKET GOLFING _A game of exploration and discovery for all ages on iPad, iPhone, andiPod Touch. _
An infinite, procedurally-generated universe filled with ice planets, wormholes, aliens, verdant worlds, binary star systems, lost civilizations, and more. The further you explore, the more that the game changes. You will encounter new game features as you reach moredistant galaxies.
Darwin
Java AI programming game challenge I developed as an assignment atWilliams College
include.js
Adds client-sidetreelist.js
Lightweight selectable and scrollable tree list UI for JavaScriptLoadManager.js
Recursive asset tree loadermaze.js
Perfect maze generatorvectorify.js
Vector operations and operator overloading for JavaScriptmenu.js
Lightweight HTML5 dropdown menus2DOBB.h
2D oriented-bounding box intersection detection in C++cardgen.js
Playing card generator in HTML + CSS + JavaScriptcgpp3-support
Minimalist multi-platform c++ code for loading, saving, and displaying images and 3D models from Computer Graphics: Principles &Practice
infix.scm
Infix math macro for PLT MzScheme and DrSchemeRaycaster
DOOM-style raycaster written in Java as a teaching exampleRasterizer.java
Software rasterizer written in Java as a teaching exampleRedBlack.java
Red black tree implementation and demo in JavaSplayTree.java
Splay tree implementation and demo in Javasort.cpp
Elegant reference implementations of common sorting algorithms inC++
Tachyon
3D-pong game demo in Unity C#Terrain.cpp
Continuous-LOD/clipmap GPU terrain with multi-scale texturingPlatformer
PICO-8 Lua code for a full-featured 2D platformer player charactersimulation
Particle.p8
High-performance PICO-8 particle system optimized with bitwisetricks
Sort.p8
High-performance PICO-8 heapsort with profiling examplePathfinder.p8
Optimized single-function PICO-8 pathfinding libraryController.p8
Procedural controller graphic with zero sprite memory, forinstruction screens
Lowercase Escape
Online tool for encoding PICO-8 mixed-case strings using escapecodes
sdl_controllers
PICO-8 + SDL controller mapping for kid-sized PowerA Xbox 360controllers
GAME JAMS
Across the Lake
_Cozy infinite runner_Top★Burn 1k
_A 3D game in 1024 chars_Tiny Earth
_Implicit surface shadertoy_Tiny Vulcan
_Implicit surface shadertoy_Brick Room VR
_Real props & virtual physics_ Baby Bat Becomes A Hero _Kid-friendly metroidvania_ PICO-8 Brick Breaker _Clone for teaching P8_LEGO
_Implicit surface bricks_ One Game A Day Arcade _6 games coded in two hours_Star Map
_Procedural space sky shader_Show Me Colors
_Augmented reality web toy_ Mandelbulb Explained _3D fractal tutorial_Star Journey
_3D web space shooter_Operatives
_Espionage virtual board game_Starlight
_Tactical space adventure_ A Thousand Moonlit Seas _Tron in the age of sail_ Airburner: Vengeance_Dystopian top gun_
BLOG POSTS
Video Lectures
* Dynamic Diffuse Global Illumination * The Ray + Raster Hybrid Rendering Era * NVIDIA Real-Time Ray Tracing * VR: The Virtual Frontier * Transparency in Games * Phenomenological Transparency* Content Creation
* Intro. to Virtual Reality* Intro. to Games
Graphics Research
* Dynamic Diffuse Global Illumination * Ray Tracing from the 1980's to Today * NVIDIA's AR/VR Vision* 2017 VR Platforms
* VR Cameras
* Screen Space Ray Tracing* Terrain Rendering
* Fast Transparency * Fast Colored Transparency * A Billion in Computer Graphics * Environment Lighting* Motion Sickness
* Pronunciation Guide* Depth of Field
* Eliminate z Prepass* OBJ Transparency
Film Criticism
* Annecy 2018
* Science Fiction
* 9 Years Later
* Annecy 2016
* Annecy 2015
* Annecy 2014
* Annecy 2013
Computational Art
* Ray Tracing a Tiny Procedural Planet * Pixel Art Tech Tips * Sol LeWitt and Ambient Occlusion * 3ds Max for Programmers * Pixel Art Evolution Game Criticism and Design * Virtual Reality First Experiences * Learning to Create Games * Game Camp for Grownups* PAC-MAN DX
* Monaco
* Inside
* Her Story
* You Can Play Video Games * Games and Public Policy * Modern Board Games* Game Art Styles
Board Game Mods
* Leverage: The Role Playing Game * Space Hulk: Death Angel* Carcassonne
* Coup
* Space Cadets
* Settlers of Catan
* Love Letter
* Uno Duel
* Cartagena
* Carcassonne: South SeasComputer Science
* Simple Git Recipes * OpenGL & OpenVR Sample Code * The Graphics Codex * Computer Science Books * How to Create a Research Paper * An Hour of Code for 3rd Grade * Undergrad Animation Course * Javascript for Sophisticated Programmers * Javascript Desiderata * Polymorphic JavaScript Vectors* C++ Smart Enums
INDUSTRY WORK
_Trademarks of the above are owned by their respective companies andpublishers._
RESEARCH
2019
* Spjut, Boudaoud, Binaee, Kim, Majercik, McGuire, Luebke, and Kim, Latency of 30 ms Benefits First Person Targeting Tasks More Than Refresh Rate Above 60 Hz , _ACM SIGGRAPH Asia Technical Brief_, Nov 17, 2019, 4 pages * Kim, Stengel, Wu, Boudaoud, Spjut, Akşit, Albert, Greer, Jeong, Lopes, Majercik, Shirley, McGuire, and Luebke, Matching Prescription & Visual Acuity: Towards AR for Humans , SIGGRAPH 2019 Emerging Technology, ACM SIGGRAPH Emerging Technologies, July 28, 2019, 2 pages_ - Emerging Technologies Best in Show Award_ * McGuire, Optimizing and Deploying Ray-Traced Dynamic Global Illumination , ACM SIGGRAPH NVIDIA Sponsored Talk, July 30, 2019, 90 pages * McGuire, Shirley, and Wyman, Introduction to Real-Time Ray Tracing , SIGGRAPH 2019 course * Keller, Viitanen, Barré-Brisebois, Schied, McGuire, Are We Donewith Ray Tracing?
, SIGGRAPH 2019
course, SIGGRAPH 2019 course * Majercik, Guertin, Nowrouzezahrai, and McGuire, Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields , _Journal of Computer Graphics Techniques (JCGT)_, vol. 8, 2019. I3D2019 Best Presentation Award * Cholewiak, Shirley, McGuire, and Banks, Real-time blur with chromatic aberration drives accommodation and depth perception,
VSS2019 Abstract and Talk, 2019 * Kim, Spjut, McGuire, Majercik, Boudaoud, Albert, and Luebke, Esports Arms Race: Latency and Refresh Rate for Competitive GamingTasks
,
VSS2019 Abstract and Talk, May 2019 * Marrs, Improving Temporal AA with Adaptive Ray Tracing , Presentation at the _Game Developers Conference_, March 22, May 2019 * McGuire, Dynamic Diffuse Global Illumination with Ray-TracedIrradiance Fields ,
Presentation at the _Game Developers Conference_, March 2019 * McGuire, Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields, Presentation at the _GPU Technology Conference_,March, 2019
* McGuire, Khalid, Benko, Li, Seam, and Rissa, Cloud XR: Challenges and Strategies in Streaming XR Over 5G, Panel at the _GPU Technology Conference_, March, 2019 * R. Sathe, H. Gruen, A. Marrs, J. Spjut, M. McGuire, Y. Uralsky, Adaptive Anti-Aliasing using Conservative Rasterization and GPU Ray Tracing, in _GPU Zen 2_, Black Cat Publishing, March 2019 * Marrs, Spjut, Gruen, Sathe, and McGuire, Improving Temporal Antialiasing with Adaptive Ray Tracing , _Ray Tracing Gems_, March 15,2019, pp. 353-370
* Haines and Akenine-Möller eds., Keller, McGuire, Munkberg, Pharr, Shirley, Wald, and Wyman section eds., Ray Tracing Gems, NVIDIA
and Apress Open, March 19, 2019 * Kim, Stengel, Majercik, De Mello, Dunn, Laine, McGuire, and Luebke, NVGaze: An Anatomically-Informed Dataset for Low-Latency, Near-Eye Gaze Estimation , SIGCHI 2019, _ACM SIGCHI_, May 27, 2019, 10 pages * McGuire, Machine Learning in Computer Graphics, Keynote at the Vector Institute ESS, January 23, 20192018
* Sun, Patney, Wei, Shapira, Lu, Asente, Zhu, McGuire, Luebke, and Kaufman, Towards Virtual Reality Infinite Walking: Dynamic Saccadic Redirection , SIGGRAPH 2018, _ACM Transactions on Graphics_, August 15, 2018, 16 pages * McGuire, Ray Tracing Research Update , Sponsored Talk at ACM SIGGRAPH 2018, ACM SIGGRAPH Sponsored Talk, August 18, 2018, 34 pages * McGuire, A Hybrid Ray + Raster Roadmap , Sponsored Talk at ACM SIGGRAPH 2018, ACM SIGGRAPH Sponsored Talk, August 18, 2018, 27 pages * Marrs, Spjut, Gruen, Sathe, and McGuire, Adaptive Temporal Antialiasing , _ACM SIGGRAPH / Eurographics High Performance Graphics_, August 12, 2018, 4 pages * Crassin, Wyman, McGuire, and Lefohn, Correlation-Aware Approximate Semi-Analytic Visibility for Antialiased Rendering, _ACM SIGGRAPH /
Eurographics High Performance Graphics_, August 12, 2018, 4 pages * Bavoil, Liu, Shirley, and McGuire, Hybrid Ray-Traced Ambient Occlusion , Poster at HPG18, ACM SIGGRAPH / Eurographics High Performance Graphics, August 12, 2018, 4pages
* Heitz, Hill, and McGuire, Combining Analytic Direct Illumination and Stochastic Shadows , I3D 2018, _ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games_, May 15, 2018, 10 pages_ - Best Paper Award_ * Majercik, Crassin, Shirley, and McGuire, A Ray-Box Intersection Algorithm and Efficient Dynamic Voxel Rendering , _Journal of Computer Graphics Techniques (JCGT)_, vol. 7, no. 3, 66-81, 20182017
* Wyman and McGuire, Improved Alpha Testing Using Hashed Sampling , _IEEE Transactions on Visualization and Computer Graphics_, April 14, 2017, 12 pages * Mara, McGuire, Bitterli, and Jarosz, An Efficient Denoising Algorithm for Global Illumination , HPG 2017, _ACM SIGGRAPH / Eurographics High Performance Graphics_, July 27, 2017, 7 pages * McGuire, Mara, Nowrouzezahrai, and Luebke, Real-Time Global Illumination using Precomputed Light Field Probes , I3D 2017, _ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games_, February 25, 2017, 11 pages_ - Best Paper Award_ * Wyman and McGuire, Hashed Alpha Testing , I3D 2017, _ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games_, February 25, 2017, 11pages
* McGuire and Mara, Phenomenological Transparency , IEEE Transactions of Visualization and Computer Graphics, _IEEE Transactions of Visualization and Computer Graphics__, no. 5_, May, 20172016
* McGuire, Peering Through a Glass, Darkly at the Future of Real-Time Transparency , in SIGGRAPH 2016 Open Problems in Real-Time Rendering Course, SIGGRAPH 2016 Open Problems in Real-Time Rendering Course Invited Talk, July 26, 2016, 54pages
* Crassin, McGuire, Fatahalian, and Lefohn, Aggregate G-Buffer Anti-Aliasing , IEEE Transactions on Visualization and Computer Graphics, _IEEE Transactions on Visualization and Computer Graphics_, 2016, 15 pages * Mara, McGuire, Nowrouzezahrai, and Luebke, Deep G-Buffers for Stable Global Illumination Approximation , HPG, in _Proceedings of the High Performance Graphics 2016_, June 24, 2016, 11 pages * McGuire and Mara, A Phenomenological Scattering Model for Order-Independent Transparency , in _Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D'16)_, February 28, 2016, 10 pages * Evangelakos and Mara, Extended TimeWarp Latency Compensation for Virtual Reality , poster at I3D 2016, Poster at the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D'16), February 28, 20162015
* Crassin, Luebke, Mara, McGuire, Oster, Sloan, and Wyman, _CloudLight_: A System for Amortizing Indirect Lighting in Real-Time Rendering , _Journal of Computer Graphics Techniques (JCGT)_, vol. 4, no. 4, 1-27, 2015 * Lesser, McGuire, and Lopes, Experimental Validation of Computer Graphics Microfacet Theory , Poster at the Grace Hopper Celebration of Women in Computing, Poster at the Grace Hopper Celebration of Women in Computing, October, 2015_ - First place, GHC/ACM Undergraduate Research Competition_ * Crassin, McGuire, Fatahalian, and Lefohn, Aggregate G-Buffer Anti-Aliasing , Proceedings of the ACM Symposium on Interactive 3D Graphics and Games, in _Proceedings of the ACM Symposium on Interactive 3D Graphics and Games 2015 (I3D'15)_, February, 2015, 11 pages_ - Best Paper Awards 2ndPlace_
2014
* McGuire and Mara, Efficient GPU Screen-Space Ray Tracing , _Journal of Computer Graphics Techniques (JCGT)_, vol. 3, no. 4, 73-85, 2014 * Cigolle, Donow, Evangelakos, Mara, McGuire, and Meyer, A Survey of Efficient Representations for Independent Unit Vectors , _Journal of Computer Graphics Techniques (JCGT)_, vol. 3, no. 2, 1-30, 2014 * Mara, McGuire, Nowrouzezahrai, and Luebke, Fast Global Illumination Approximations on Deep G-Buffers , NVIDIA Corporation_, Technical Report NVR-2014-001_, June 16, 2014, 16 pages * Guertin, McGuire, and Nowrouzezahrai, A Fast and Stable Feature-Aware Motion Blur Filter , HPG, in _Proceedings of the ACM SIGGRAPH/EuroGraphics High Performance Graphics 2014 (HPG'14)_, June 24, 2014, 10 pages2013
* McGuire and Bavoil, Weighted Blended Order-Independent Transparency , _Journal of Computer Graphics Techniques (JCGT)_, vol. 2, no. 2, 122-141, 2013 (_I3D'14 Best PaperAward_)
* Mara, McGuire, and Luebke, Lighting Deep G-Buffers: Single-Pass, Layered Depth Images with Minimum Separation Applied to Indirect Illumination , NVIDIA Corporation_, Technical Report NVR-2013-004_, December 13, 2013, 17pages
* Guertin, McGuire, and Nowrouzezahrai, A Fast and Stable Feature-Aware Motion Blur Filter, NVIDIA
Corporation_, Technical Report NVR-2013-003_, November 26, 2013, 10pages
* McGuire, Evangelakos, Wilcox, Donow, and Mara, Plausible Blinn-Phong Reflection of Standard Cube MIP-Maps , Williams College Department of Computer Science_, Technical Report CSTR201301_, September 9, 2013,8 pages
* Mara and McGuire, 2D Polyhedral Bounds of a Clipped, Perspective-Projected 3D Sphere , _Journal of Computer Graphics Techniques (JCGT)_, vol. 2, no. 2, 70-83, 2013 * McGuire, Join the Digital Text Revolution , SIGGRAPH 2013 Talks, Talk at ACM SIGGRAPH 2013, July 20, 2013 * Crassin, Luebke, Mara, McGuire, Oster, Shirley, Sloan, and Wyman, CloudLight: A system for amortizing indirect lighting in real-time rendering , NVIDIA_, Technical Report NVR-2013-001_, July 21, 2013 * Crassin, Luebke, Mara, McGuire, Oster, Shirley, Sloan, and Wyman, Interactive Indirect Lighting Computed in the Cloud , _Talk at the ACM SIGGRAPH Conference on Computer Graphics and Interactive Techniques_, July 222013
* G. Parker, Friedrich, Luebke, Morley, Bigler, Hoberock, McAllister, Robison, Dietrich, Humphreys, McGuire, and Stich, GPU Ray Tracing , Communications of the ACM, _Communications of the ACM (March 2013)_, vol. 56, March, 2013 * Bukowski, Hennessy, Osman, and McGuire, The Skylanders SWAP Force Depth-of-Field Shader , GPU Pro4, _Published in GPU Pro 4: Advanced Rendering Techniques_, April 26, 2013, pp. 175-184 * McGuire, The Augmented Artist: Computation and Content Creations , Interactive 3D Graphics and Games 2013, Banquet talk at the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D'13), March 22, 2013 * Mara, Luebke, and McGuire, Toward Practical Real-Time Photon Mapping: Efficient GPU Density Estimation , Interactive 3D Graphics and Games 2013, in _Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D'13)_, March, 20132012
* Bukowski, Hennessy, McGuire, and Osman, Scalable High-Quality Motion Blur and Ambient Occlusion , SIGGRAPH 2012 Courses, the Advances in Real-Time Rendering course at SIGGRAPH 2012, August, 2012 * Enderton and McGuire, Stochastic Rasterization , Presentation at GTC 2012, GPU Technology Conference Talk, May, 2012, 65 pages * McGuire, Mara, and Luebke, Scalable Ambient Obscurance , High-Performance Graphics 2012, in _Proceedings of ACM SIGGRAPH / Eurographics High-Performance Graphics 2012 (HPG '12)_, June, 2012 * McGuire, Hennessy, Bukowski, and Osman, A Reconstruction Filter for Plausible Motion Blur , Proceedings of the ACM Symposium on Interactive 3D Graphics and Games, in _Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2012 (I3D'12)_, February, 20122011
* McGuire, Efficient Triangle and Quadrilateral Clipping within Shaders , Journal of Graphics, GPU, and Game Tools, _The Journal of Graphics, GPU, and Game Tools_, vol. 15_, no. To appear_, 2011, TBD pages * Jimenez, Guiterrez, Yang, Reshetov, Demoreuille, Berghoff, Perthuis, Yu, McGuire, Lottes, Malan, Andreev, and Sousa, Filtering Approaches for Real-Time Anti-Aliasing , _ACM SIGGRAPH 2011 Courses_, August 2011 * McGuire, Osman, Bukowski, and Hennessy, The Alchemy screen-space ambient obscurance algorithm , High-Performance Graphics 2011, in _Proceedings of ACM SIGGRAPH / Eurographics High-Performance Graphics 2011 (HPG'11)_, August, 2011 * McGuire and Enderton, Colored Stochastic Shadow Maps , Proceedings of the ACM Symposium on Interactive 3D Graphics and Games, in _Proceedings of the ACM Symposium on Interactive 3D Graphics and Games 2011 (I3D'11)_,February 20, 2011
* Chajdas, McGuire, and Luebke, Subpixel Reconstruction Antialiasing , Proceedings of the ACM Symposium on Interactive 3D Graphics and Games, in _Proceedings of the ACM Symposium on Interactive 3D Graphics and Games 2011 (I3D'11)_,February 20, 2011
* Shirley, Aila, Cohen, Enderton, Laine, Luebke, and McGuire, A Local Image Reconstruction Algorithm for Stochastic Rendering , Proceedings of the ACM Symposium on Interactive 3D Graphics and Games, in _Proceedings of the ACM Symposium on Interactive 3D Graphics and Games 2011 (I3D'11)_,February 20, 2011
2010
* G. Parker, Bigler, Dietrich, Friedrich, Hoberock, Luebke, McAllister, McGuire, Morley, Robison, and Stich, OptiX: A General Purpose Ray Tracing Engine , ACM Transactions on Graphics, _ACM Transactions on Graphics (SIGGRAPH'10)_, August, 2010 * McGuire, Halen, St-Amour, Thibault and Martel, Stylized Rendering in Games , _SIGGRAPH 2010 Course Notes_, August 2010 * McGuire and Collomosse, editors, Proceedings of the ACM SIGGRAPH Symposium on Non-Photorealistic Animation and Rendering,
Annecy, France, June 2010 * McGuire, Enderton, Shirley, and Luebke, Real-time Stochastic Rasterization on Conventional GPU Architectures , Proceedings of High Performance Graphics 2010, _ACM SIGGRAPH/Eurographics High Performance Graphics 2010 (HPG'10)_, June, 2010_ - HPG'10 Best Paper Awards 2ndplace_
* McGuire, Ambient Occlusion Volumes , Proceedings of High Performance Graphics 2010, _ACM SIGGRAPH/Eurographics High Performance Graphics 2010 (HPG'10)_, June, 2010_ - HPG'10 Best Paper Awards 1st Place_ * McGuire and Enderton, Colored Stochastic Shadow Maps , Proceedings of the ACM Symposium on Interactive 3D Graphics and Games, in _Proceedings of the ACM Symposium on Interactive 3D Graphics and Games 2011 (I3D'11)_,February 20, 2011
* McGuire and Haines, editors, Special Section on the Symposium on Interactive 3D Graphics and Games,
_IEEE Transactions on Visualization and Computer Graphics_, 16:5,Sept/Oct 2010
2009
* McGuire, An Inexpensive Light Stage Dome , journal of graphics, GPU, and game tools, _The Journal of Graphics, GPU, and Game Tools__, no. 4_, 2009, pp. 23-29 * McGuire and Luebke, Hardware-Accelerated Global Illumination by Image Space Photon Mapping , Proceedings of the 2009 ACM SIGGRAPH/EuroGraphics conference on High Performance Graphics, _ACM SIGGRAPH/EuroGraphics High Performance Graphics 2009_, New York, NY, USA: ACM, August 1, 2009_ - HPG'09 Best Paper Awards 2nd Place_ * McGuire and Jenkins, Book Extract - Creating Games: Mechanics, Content, and Technology Chapter 5: The Design Document,
_Game Career Guide_, June 4, 2009 * McGuire, What Matters: Apply Game Design as a Science for Public Policy to Rescue Economy, Planet,
invited column for MIT's _Infinite Connection_, April 30, 2009 * Haines, McGuire, Aliaga, Oliveira, and Spencer, editors, _Proceedings of the I3D 2009 ACM SIGGRAPH Symposium on Interactive 3DGraphics and Games
_.
_The Association for Computing Machinery_, 2 Penn Plaza Suite 701, New York, NY, ISBN 978-1-60558-429-4, Feb. 20092008
* McGuire, Efficient, high-quality Bayer demosaic filtering on GPUs , Submitted to Journal of Graphics Tools, _Published in JGT'09_, Wellesley, MA: AK Peters, 2009 * Sloan, Gooch, Haines, McGuire, and Spencer, editors, _Proceedings of the I3D 2008 ACM SIGGRAPH Symposium on Interactive 3D Graphics andGames
_.
_The Association for Computing Machinery_, 2 Penn Plaza Suite 701, New York, NY, ISBN 978-1-59593-983-8, Feb. 2008 * Huang and McGuire, Yang Fan is Born . _Short film in the Animation session of the International Symposium on Non-Photorealistic Animation and Rendering (NPAR '08)_, Annecy, Fr.June 2008.
* McGuire, Yang Fan is Born Extended Abstract. _in Proceedings of the International Symposium on Non-Photorealistic Animation and Rendering (NPAR '08)_, Annecy, Fr.June 2008.
* McGuire, GUIs for Real-Time Programs, using Universal Pointers , SIGGRAPH '08: ACM SIGGRAPH 2008 posters, Poster Presented at ACM SIGGRAPH 2008., 2008 * McGuire and Whitson, Indirection Mapping for Quasi-ConformalRelief Texturing ,
I3D'08, _ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games_,February, 2008
* Carian and McGuire, Last diminisher improves balance in Settlers of Catan , ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games Poster, Poster for I3D 2008 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games(I3D'08), 2008
* McGuire, A Fast, Small-Radius GPU Median Filter , ShaderX6, _Published in ShaderX6._, February, 2008 * McGuire and Murtagh, Huff(man)ing and Puffing - Huffman ImageCompression
,
_Nifty Assignment at the ACM SIGCSE Technical Conference_, 20082007
* Chadwicke Jenkins, Wrotek, and McGuire, Dynamic humanoid balance through inertial control , IEEE-RAS 7th International Conference on Humanoid Robots (Humanoids 2007), _IEEE-RAS 7th International Conference on Humanoid Robots_,2007
* Lewis, McGuire, and Fox, Mapping the mental space of game genres , Sandbox '07: Proceedings of the 2007 ACM SIGGRAPH symposium on Video games, _Presented at ACM SIGGRAPH Symposium on Video Games 2007._, New York, NY, USA: ACM,2007, pp. 103-108
* McGuire, Single-pass Shadow Volumes for Arbitrary Meshes , SIGGRAPH '07: ACM SIGGRAPH 2007 posters, _Poster presented at ACM SIGGRAPH 2007._, New York, NY, USA: ACM, 2007, 177 pages * Barnes, Phillips, Coumans, McGuire, Bradski, and Roosendaal, OpenSource Toolchains
,
_in Proceedings of the 2007 ACM SIGGRAPH symposium on Video games_,August 2007
* McGuire, Matusik, Chen, F. Hughes, Pfister, and Nayar, Optical splitting trees for high-precision monocular imaging , IEEE Comput. Graph. Appl., _Computer Graphics & Applications 2007_, vol. 27_, no. 2_,2007, pp. 32-42
2006
* Wrotek, Chadwicke Jenkins, and McGuire, World space torques for character animation under simulation, SIGGRAPH '06: ACM
SIGGRAPH 2006 Sketches}, _The SIGGRAPH 2006 Sketches program_, New York, NY, USA: ACM, 2006, 30 pages * McGuire and Matusik, Real-time triangulation matting using passivepolarization ,
SIGGRAPH '06: ACM SIGGRAPH 2006 Sketches, _Presented at the SIGGRAPH 2006 Sketches program_, New York, NY, USA: ACM, 2006, 88 pages * Wrotek, Chadwicke Jenkins, and McGuire, Dynamo: Dynamic, data-driven character control with adjustable balance , sandbox '06: Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames, _ACM Sandbox Symposium on Video Games 2006_, New York, NY, USA: ACM, 2006, pp. 61-70 * McGuire, Matusik, and Yerazunis, Practical, real-time studio matting using dual imagers , _Eurographics Symposium on Rendering 2006_, 2006 * McGuire and Fein, Real-time cartoon rendering of smoke and clouds , NPAR '06: Proceedings of the 4th international symposium on Non-photorealistic animation and rendering, in _Proceedings of ACM SIGGRAPH Symposium on Non Photorealistic Animation and Rendering (NPAR'06)_, 2006, pp. 21-26 * McGuire, Stathis, Pfister, and Krishnamurthi, Abstract Shade Trees , I3D '06: Proceedings of the 2006 symposium on Interactive 3D graphics and games, in _Proceedings of ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D'06)_, New York, NY, USA: ACM, 2006, pp. 79-86_ - Harvard Extension School '05 Best Thesis Award_ * McGuire, A real-time, controllable simulator for plausible smoke , Brown University, _Brown University Technical Report 2006._, March, 20062005
* McGuire, Matusik, Pfister, F. Hughes, and Durand, Defocus Video Matting , ACM Trans. Graph., _ACM SIGGRAPH 2005_, vol. 24_, no. 3_, New York, NY, USA: ACM Press,2005, pp. 567-576
* McGuire, Computational Videography with a Single-Axis, Multi-Parameter Lens Camera , Brown University, _Ph.D. Thesis at the Brown University Computer Science Department_, August, 2005 * McGuire and Sibley, A Heightfield on an Isometric Grid , Department of Computer Science at Brown University, _ACM SIGGRAPH 2004 Sketch__, Technical Report CS-05-14_, October, 2006 * Becker, Greenlee, Lemmerman, McGuire, Musurca, and Wardrip-Fruin, Cave Writing: Toward a Platform for Literary Immersive VR , _ACM SIGGRAPH 2005 Sketch_, August 2, 2005 * McGuire, The SuperShader , ShaderX^4, _Published in ShaderX4._, 2005, pp. 485-498 * McGuire and Matusik, Defocus difference matting, SIGGRAPH Sketch,
ACM SIGGRAPH 2005 Sketch, August 2, 2005 * McGuire, Hughes, Matusik, Pfister, Durand, and Nayar, A Configurable Single-Axis, Multi-Parameter Lens Camera , _Poster at the Symposium on Computational Photography and Video_, MIT, May 24, 2005 * Wrotek, Rice, and McGuire, Real-Time Collision Deformations , Journal of Graphics Tools, _Journal of Graphics Tools 2005 (JGT'05)._, vol. 10_, no. 5_, 2005_ - 1st place in ACM SIGGRAPH '04 Student Research Competition_ * Vetro, McGuire, Matusik, Behrens, Lee, and Pfister, Multiview video test sequences from MERL for the MPEG multiview working group. ISO/IEC JTC1/SC29/WG11 Document m12077, April 2005 * McGuire and McGuire, Steep Parallax Mapping , I3D 2005 Poster, _I3D 2005 Poster; Brown Web Report_, April 1, 20052004
* McGuire, Observations on Silhouette Sizes, jgt, _Journal of
Graphics Tools_, vol. 9_, no. 1_, 2004, pp. 1-12 * McGuire, Effective Shadow Volume Rendering, _Published in GPU
Gems_, 2004, pp. 137-166_ - Game Developer Magazine "Front Line" Awardfor Books_
* McGuire, A Game Developer's Review of SIGGRAPH 2004,
http://www.gamasutra.com/features/20040830/mcguire_01.shtml, Gamasutra, August, 2004 * Bromberg-Martin, Jonsson, Marai, and McGuire, Hybrid Billboard Clouds for Model Simplification, Poster at ACM
SIGGRAPH 2004, August, 2004 * McGuire and Sibley, A Heightfield on an Isometric Grid . _ACM SIGGRAPH 2004 Sketch_, August 2004 * McGuire, Fein, and Hartnett, Real-Time Cartoon Rendering of Smoke . _ACM Student Research Competition Talk and ACM SIGGRAPH Poster_, Los Angeles, CA, August2004
* Wrotek, Rice, and McGuire, Real-Time Bump Map Deformations . _Poster and ACM Student Research Competition Talk at ACM SIGGRAPH 2004_, Los Angeles, CA,August 2004
* McGuire and F. Hughes, Hardware Determined Edge Features , Proceedings of the 3rd international symposium on Non-photorealistic animation and rendering, _Presented at NPAR 2004._, 20042003
* Stone, Tao, and McGuire, Analysis of image registration noise due to rotationally dependent aliasing,
_Journal of Visual Communication and Image Registration_, vol 14, pp.114-135, 2003
* McGuire, A Game Developer's Review of SIGGRAPH 2003,
http://www.flipcode.com/misc/siggraph2003.shtml, flipcode, July, 2003 * McGuire, Rendering Quake3 Maps. http://graphics.cs.brown.edu/games/quake/quake3.html, July 11, 2003 * McGuire, Hughes, Egan, Kilgard, and Everitt, Fast, Practical, and Robust Shadows , NVIDIA Corporation, _NVIDIA Technical Report_, November 23, 20032002
* McGuire, Krishnamurthi, and Hughes, Programming Languages for Compressing Graphics , ESOP 2002, in _Proceedings of European Symposium on Programming 2002_,June, 2002
* McGuire, A Game Developer's Review of SIGGRAPH 2002: San Antonio,
http://www.flipcode.com/misc/siggraph2002.shtml, flipcode, July, 20022001
* McGuire, Image Registration Method . United States Patent 6,266,452 issued July 24, 2001 * McGuire, A Game Developer's Review of SIGGRAPH 2001,
http://www.flipcode.com/misc/siggraph2001.shtml, flipcode, July, 20012000
* McGuire, A Game Developer's Review of SIGGRAPH 2000: New Orleans,
http://www.flipcode.com/misc/siggraph2000.shtml, flipcode, July, 2000 * McGuire and S. Stone, Techniques for Multiresolution Image Registration in the Presence of Occlusions , IEEE Transactions on Geoscience and Remote Sensing, _IEEE Transactions on Geoscience and Remote Sensing_, vol. 38_, no. 3_, May, 2000, pp. 1476-14781999
* S. Stone, Le Moigne, and McGuire, The Translation Sensitivity of Wavelet-Based Registration , IEEE Trans. Pattern Anal. Mach. Intell., _IEEE Transactions on Pattern Analysis and Machine Intelligence_, vol. 21_, no. 10_, Washington, DC, USA: IEEE Computer Society, 1999, pp. 1074-10811998
* McGuire, An Image Registration Technique for Recovering Rotation, Scale and Translation Parameters, NEC Tech Report,
_NEC Tech Report_, February, 19981997
* Stone, LeMoigne, and McGuire. The translation sensitivity of wavelet-based registration.
_in Proceedings of the 26th AIPR Workshop, Proceedings of the SPIE_, Exploiting New Image Sources and Sensors 3240:116-125, 1997 BibTex * McGuire and S. Stone, Techniques for Multi-Resolution Image Registration in the Presence of Occlusions , Image Registration Workshop, November 20-21, 1997Details
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