Parameterization of Tabulated BRDFs. - Ian Mallett 001; Cem Yuksel (CGI (Short Papers), 2016)

Adaptive deferred shading. - Ian Mallett 001; Cem Yuksel; Amit Prakash (I3D, 2016)

Dual streaming for hardware-accelerated ray tracing. - Konstantin Shkurko; Tim Grant 001; Daniel M. Kopta; Ian Mallett 001; Cem Yuksel; Erik Brunvand (High Performance Graphics, 2017)

Deferred adaptive compute shading. - Ian Mallett 001; Cem Yuksel (High Performance Graphics, 2018)

SimTRaX: Simulation Infrastructure for Exploring Thousands of Cores. - Konstantin Shkurko; Tim Grant 001; Erik Brunvand; Daniel M. Kopta; Josef B. Spjut; Elena Vasiou; Ian Mallett 001; Cem Yuksel (ACM Great Lakes Symposium on VLSI, 2018)

Time Interval Ray Tracing for Motion Blur. - Konstantin Shkurko; Cem Yuksel; Daniel M. Kopta; Ian Mallett 001; Erik Brunvand (IEEE Trans. Vis. Comput. Graph., 2018)

A detailed study of ray tracing performance: render time and energy cost. - Elena Vasiou; Konstantin Shkurko; Ian Mallett 001; Erik Brunvand; Cem Yuksel (Vis. Comput., 2018)

Patch Textures: Hardware Implementation of Mesh Colors. - Ian Mallett 001; Larry Seiler; Cem Yuksel (High Performance Graphics (Short Papers), 2019)

Aesthetically-Oriented Atmospheric Scattering. - Yang Shen; Ian Mallett 001; Konstantin Shkurko (Expressive, 2019)

Spectral Primary Decomposition for Rendering with sRGB Reflectance. - Ian Mallett 001; Cem Yuksel (EGSR (DL/I), 2019)

Dual-split trees. - Daqi Lin; Konstantin Shkurko; Ian Mallett 001; Cem Yuksel (I3D, 2019)

Efficient Adaptive Deferred Shading with Hardware Scatter Tiles. - Ian Mallett 001; Cem Yuksel; Larry Seiler (Proc. ACM Comput. Graph. Interact. Tech., 2020)

Constant-time energy-normalization for the Phong specular BRDFs. - Ian Mallett 001; Cem Yuksel (Vis. Comput., 2020)

Patch Textures: Hardware Support for Mesh Colors. - Ian Mallett 001; Larry Seiler; Cem Yuksel (IEEE Trans. Vis. Comput. Graph., 2022)