Chris Wyman

Orcid: 0000-0002-5133-4292

According to our database1, Chris Wyman authored at least 59 papers between 1997 and 2024.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Dataset
Other 

Links

On csauthors.net:

Bibliography

2024
Decorrelating ReSTIR Samplers via MCMC Mutations.
ACM Trans. Graph., February, 2024

2023
Amortizing Samples in Physics-Based Inverse Rendering Using ReSTIR.
ACM Trans. Graph., December, 2023

Conditional Resampled Importance Sampling and ReSTIR.
Proceedings of the SIGGRAPH Asia 2023 Conference Papers, 2023

A Gentle Introduction to ReSTIR Path Reuse in Real-Time.
Proceedings of the ACM SIGGRAPH 2023 Courses, 2023

2022
Generalized resampled importance sampling: foundations of ReSTIR.
ACM Trans. Graph., 2022

2021
Fast volume rendering with spatiotemporal reservoir resampling.
ACM Trans. Graph., 2021

2020
Glossy probe reprojection for interactive global illumination.
ACM Trans. Graph., 2020

Spatiotemporal reservoir resampling for real-time ray tracing with dynamic direct lighting.
ACM Trans. Graph., 2020

2019
Guest Editor's Introduction to the Special Section on I3D.
IEEE Trans. Vis. Comput. Graph., 2019

Improved Alpha Testing Using Hashed Sampling.
IEEE Trans. Vis. Comput. Graph., 2019

Introduction to real-time ray tracing.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2019

2018
Introduction to DirectX raytracing.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2018

Correlation-aware semi-analytic visibility for antialiased rendering.
Proceedings of the Conference on High-Performance Graphics, 2018

2017
Hashed alpha testing.
Proceedings of the 21st ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 2017

Spatiotemporal variance-guided filtering: real-time reconstruction for path-traced global illumination.
Proceedings of High Performance Graphics, 2017

2016
Frustum-Traced Irregular Z-Buffers: Fast, Sub-Pixel Accurate Hard Shadows.
IEEE Trans. Vis. Comput. Graph., 2016

Towards foveated rendering for gaze-tracked virtual reality.
ACM Trans. Graph., 2016

Stochastic layered alpha blending.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2016

HFTS: hybrid frustum-traced shadows in "the division".
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2016

Perceptually-based foveated virtual reality.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2016

Exploring and expanding the continuum of OIT algorithms.
Proceedings of High Performance Graphics, 2016

2015
An overview of next-generation graphics APIs.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2015

Frustum-traced raster shadows: revisiting irregular z-buffers.
Proceedings of the 19th Symposium on Interactive 3D Graphics and Games, San Francisco, CA, USA, February 27, 2015

Decoupled coverage anti-aliasing.
Proceedings of the 7th Conference on High-Performance Graphics, 2015

2014
Adaptive depth bias for shadow maps.
Proceedings of the Symposium on Interactive 3D Graphics and Games, 2014

2013
Toward efficient and accurate order-independent transparency.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2013

Interactive indirect lighting computed in the cloud.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2013

Efficient rendering of anatomical tree structures using geometry proxy.
Proceedings of the 10th IEEE International Symposium on Biomedical Imaging: From Nano to Macro, 2013

Imperfect Voxelized Shadow Volumes.
Proceedings of the High-Performance Graphics 2013, 2013

2012
Guest Editors' Introduction: Special Section on the Symposium on Interactive 3D Graphics and Games (I3D).
IEEE Trans. Vis. Comput. Graph., 2012

Basics of physically-based rendering.
Proceedings of the SIGGRAPH Asia 2012 Courses, Singapore, November 28 - December 1, 2012, 2012

Real-time rough refraction via LEAN mapping and Gaussian sum reduction.
Proceedings of the Symposium on Interactive 3D Graphics and Games, 2012

2011
Nonpinhole Approximations for Interactive Rendering.
IEEE Computer Graphics and Applications, 2011

Voxelized Shadow Volumes.
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Conference on High Performance Graphics 2011, 2011

2010
The General Pinhole Camera: Effective and Efficient Nonuniform Sampling for Visualization.
IEEE Trans. Vis. Comput. Graph., 2010

Interactive Indirect Illumination Using Adaptive Multiresolution Splatting.
IEEE Trans. Vis. Comput. Graph., 2010

Interactive, Multiresolution Image-Space Rendering for Dynamic Area Lighting.
Comput. Graph. Forum, 2010

Interactive voxelized epipolar shadow volumes.
Proceedings of the ACM SIGGRAPH ASIA 2010 Sketches, 2010

Voxel-space ambient occlusion.
Proceedings of the 2010 Symposium on Interactive 3D Graphics, 2010

Direct illumination from dynamic area lights with visibility.
Proceedings of the 2010 Symposium on Interactive 3D Graphics, 2010

Fast, Stencil-Based Multiresolution Splatting for Indirect Illumination.
Proceedings of the GPU Pro - Advanced Rendering Techniques., 2010

2009
Adaptive Caustic Maps Using Deferred Shading.
Comput. Graph. Forum, 2009

Hierarchical Image-Space Radiosity for Interactive Global Illumination.
Comput. Graph. Forum, 2009

Direct illumination from dynamic area lights.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2009

Multiresolution splatting for indirect illumination.
Proceedings of the 2009 Symposium on Interactive 3D Graphics, 2009

2008
Reducing Noise in Image-Space Caustics with Variable-Sized Splatting.
J. Graph. Tools, 2008

Hierarchical caustic maps.
Proceedings of the 2008 Symposium on Interactive 3D Graphics, 2008

2007
Interactive backprojected soft shadows with an occlusion camera shadow map.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2007

The Soft Shadow Occlusion Camera.
Proceedings of the 15th Pacific Conference on Computer Graphics and Applications, 2007

Interactive refractions with total internal reflection.
Proceedings of the Graphics Interface 2007 Conference, May 28-30, 2007, Montreal, Canada, 2007

2006
Interactive Display of Isosurfaces with Global Illumination.
IEEE Trans. Vis. Comput. Graph., 2006

The halfway vector disk for BRDF modeling.
ACM Trans. Graph., 2006

Interactive image-space techniques for approximating caustics.
Proceedings of the 2006 Symposium on Interactive 3D Graphics, 2006

2005
An approximate image-space approach for interactive refraction.
ACM Trans. Graph., 2005

Interactive image-space refraction of nearby geometry.
Proceedings of the 3rd International Conference on Computer Graphics and Interactive Techniques in Australasia and Southeast Asia 2005, Dunedin, New Zealand, November 29, 2005

2004
Fast Local Approximation to Global Illumination.
PhD thesis, 2004

Interactive Caustics Using Local Precomputed Irradiance.
Proceedings of the 12th Pacific Conference on Computer Graphics and Applications, 2004

2003
Penumbra Maps: Approximate Soft Shadows in Real-Time.
Proceedings of the 14th Eurographics Workshop on Rendering Techniques, 2003

1997
A Cooperative Multi-Robot Approach to the Mapping and Exploration of Mars.
Proceedings of the Fourteenth National Conference on Artificial Intelligence and Ninth Innovative Applications of Artificial Intelligence Conference, 1997


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