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Publications and Technical Reports |
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- Denis Kovacs, Jason Mitchell, Shanon Drone and
Denis Zorin, "Real-Time Creased Approximate Subdivision Surfaces,"
ACM Symposium on Interactive 3D Graphics and Games, 2009. Video
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- Pedro V. Sander, Natalya Tatarchuk and Jason L. Mitchell,
"Early-Z Culling for Efficient GPU-Based Fluid Simulation,"
ShaderX5: Advanced Rendering Techniques, Wolfgang Engel, Ed., Charles River Media, 2007.
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- Jason L. Mitchell, "Motion Blurring
Environment Maps"
in ShaderX4, Wolfgang Engel editor,
Charles River Media,
2006.
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- Jason L. Mitchell, "Light Shaft Rendering"
in ShaderX3, Wolfgang Engel editor,
Charles River Media,
2004.
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- Jason L. Mitchell, "Poisson Shadow Blur"
in ShaderX3, Wolfgang Engel editor,
Charles River Media,
2004.
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- Pedro
V. Sander, David Gosselin and Jason L.
Mitchell, "Methods for Real Time Skin Rendering" in
ShaderX3, Wolfgang Engel editor,
Charles River Media,
2004.
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Alex Vlachos, David Gosselin and
Jason L. Mitchell, "Self-Shadowing Characters" in Game Programming Gems 2, Mark
DeLoura editor, Charles River Media, 2001.
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Alex Vlachos and Jason L. Mitchell,
"Refraction Mapping for Liquids in Containers" in Game Programming Gems,
Mark DeLoura editor, Charles River Media, 2000.
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Conference Materials |
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- Efficient Substitutes for Subdivision Surfaces Course, SIGGRAPH 2009, New Orleans
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Advanced Real-Time Rendering in 3D Graphics and Games Course
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- Advanced Real-Time Rendering in 3D Graphics and Games Course
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- Presented part of the Real-Time Shading Course at SIGGRAPH 2004 in Los Angeles
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Advanced Visual Effects with Direct3D at the Game Developer's Conference 2004
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- Presented part of the Real-Time Shading Course at
SIGGRAPH 2003 in San Diego
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Advanced Visual Effects with Direct3D at the Game Developer's Conference 2003
- See Also
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- Hacking
Next-Generation Programmable Graphics Hardware,
CS 101.3: Hacking the GPU : Graphics Cards and the Future of Scientific Supercomputing.
Caltech Oct '02
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- Applications of
Next-Generation Programmable Graphics Hardware, Evans and Sutherland Distinguished Lecture Series. University of Utah, 7 October 2002
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- DirectX 9 Shaders & Hardware with Richard Huddy at the Game Developer's Conference Europe. London, 29 August 2002
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