Publications and Technical Reports
     
 
     
 
  • 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
     
 
     
  • 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.
     
 
  • Jason L. Mitchell, "Motion Blurring Environment Maps" in ShaderX4, Wolfgang Engel editor, Charles River Media, 2006.
     
 
     
 
     
 
     
 
  • Jason L. Mitchell, "Light Shaft Rendering" in ShaderX3, Wolfgang Engel editor, Charles River Media, 2004.
     
 
  • Jason L. Mitchell, "Poisson Shadow Blur" in ShaderX3, Wolfgang Engel editor, Charles River Media, 2004.
     
 
     
 
  • Pedro V. Sander, David Gosselin and Jason L. Mitchell, "Methods for Real Time Skin Rendering" in ShaderX3, Wolfgang Engel editor, Charles River Media, 2004.
     
 
     
 
     
 
     
 
     
 
  • Alex Vlachos, David Gosselin and Jason L. Mitchell, "Self-Shadowing Characters" in Game Programming Gems 2, Mark DeLoura editor, Charles River Media, 2001.
     
 
     
 
  • Alex Vlachos and Jason L. Mitchell, "Refraction Mapping for Liquids in Containers" in Game Programming Gems, Mark DeLoura editor, Charles River Media, 2000.
 
     
 
 
    Conference Materials
   
 
  • Efficient Substitutes for Subdivision Surfaces Course, SIGGRAPH 2009, New Orleans
   
 
   
 
   
   
 
     
 
     
 
     
 
     
 
     
 
  • Presented part of the Real-Time Shading Course at SIGGRAPH 2004 in Los Angeles
     
 
     
 
  • Presented part of the Real-Time Shading Course at SIGGRAPH 2003 in San Diego
     
 
 
  • Hacking Next-Generation Programmable Graphics Hardware, CS 101.3: Hacking the GPU : Graphics Cards and the Future of Scientific Supercomputing. Caltech  Oct '02
     
 
  • Applications of Next-Generation Programmable Graphics Hardware, Evans and Sutherland Distinguished Lecture Series. University of Utah, 7 October 2002
     
     
  • DirectX 9 Shaders & Hardware with Richard Huddy at the Game Developer's Conference Europe. London, 29 August 2002