David P. Luebke

According to our database1, David P. Luebke authored at least 89 papers between 1995 and 2019.

Collaborative distances:

Awards

IEEE Fellow

IEEE Fellow 2017, "For contributions to GPU computing and computer graphics".

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Other 

Links

Homepage:

On csauthors.net:

Bibliography

2019
Manufacturing Application-Driven Foveated Near-Eye Displays.
IEEE Trans. Vis. Comput. Graph., 2019

Foveated AR: dynamically-foveated augmented reality display.
ACM Trans. Graph., 2019

Fluidic Elastomer Actuators for Haptic Interactions in Virtual Reality.
IEEE Robotics and Automation Letters, 2019

Toward Standardized Classification of Foveated Displays.
CoRR, 2019

RetroTracker: Upgrading Existing Virtual Reality Tracking Systems.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2019

Latency of 30 ms Benefits First Person Targeting Tasks More Than Refresh Rate Above 60 Hz.
Proceedings of the SIGGRAPH Asia 2019 Technical Briefs, 2019

Matching prescription & visual acuity: towards AR for humans.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2019

NVGaze: An Anatomically-Informed Dataset for Low-Latency, Near-Eye Gaze Estimation.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

Reading Speed Decreases for Fast Readers Under Gaze-Contingent Rendering.
Proceedings of the ACM Symposium on Applied Perception 2019, 2019

2018
Towards virtual reality infinite walking: dynamic saccadic redirection.
ACM Trans. Graph., 2018

Phantom Ray-Hair Intersector.
PACMCGIT, 2018

Steerable application-adaptive near eye displays.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2018

Future of artificial intelligence and deep learning tools for VFX.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2018

A variable shape and variable stiffness controller for haptic virtual interactions.
Proceedings of the IEEE International Conference on Soft Robotics, 2018

2017
Wide Field Of View Varifocal Near-Eye Display Using See-Through Deformable Membrane Mirrors.
IEEE Trans. Vis. Comput. Graph., 2017

Perceptually-guided foveation for light field displays.
ACM Trans. Graph., 2017

Near-eye light field holographic rendering with spherical waves for wide field of view interactive 3D computer graphics.
ACM Trans. Graph., 2017

Mixed-primary factorization for dual-frame computational displays.
ACM Trans. Graph., 2017

Near-eye varifocal augmented reality display using see-through screens.
ACM Trans. Graph., 2017

Latency Requirements for Foveated Rendering in Virtual Reality.
TAP, 2017

Perceptual Studies for Foveated Light Field Displays.
CoRR, 2017

Stretchable transducers for kinesthetic interactions in virtual reality.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2017

Membrane AR: varifocal, wide field of view augmented reality display from deformable membranes.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2017

Varifocal virtuality: a novel optical layout for near-eye display.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2017

Real-time global illumination using precomputed light field probes.
Proceedings of the 21st ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 2017

Interactive stable ray tracing.
Proceedings of High Performance Graphics, 2017

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

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

Infinite resolution textures.
Proceedings of High Performance Graphics, 2016

Deep g-buffers for stable global illumination approximation.
Proceedings of High Performance Graphics, 2016

2015
The light field stereoscope.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2015

An adaptive acceleration structure for screen-space ray tracing.
Proceedings of the 7th Conference on High-Performance Graphics, 2015

2014
Cascaded displays: spatiotemporal superresolution using offset pixel layers.
ACM Trans. Graph., 2014

Pinlight displays: wide field of view augmented reality eyeglasses using defocused point light sources.
ACM Trans. Graph., 2014

2013
Near-eye light field displays.
ACM Trans. Graph., 2013

GPU ray tracing.
Commun. ACM, 2013

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

Toward practical real-time photon mapping: efficient GPU density estimation.
Proceedings of the Symposium on Interactive 3D Graphics and Games, 2013

PixelPie: Maximal Poisson-disk Sampling with Rasterization.
Proceedings of the High-Performance Graphics 2013, 2013

2012
Scalable Ambient Obscurance.
Proceedings of the EUROGRAPHICS Conference on High Performance Graphics 2012, 2012

2011
Stochastic Transparency.
IEEE Trans. Vis. Comput. Graph., 2011

A local image reconstruction algorithm for stochastic rendering.
Proceedings of the Symposium on Interactive 3D Graphics and Games, 2011

Subpixel reconstruction antialiasing for deferred shading.
Proceedings of the Symposium on Interactive 3D Graphics and Games, 2011

2010
OptiX: a general purpose ray tracing engine.
ACM Trans. Graph., 2010

Optical Image Processing Using Light Modulation Displays.
Comput. Graph. Forum, 2010

HLBVH: hierarchical LBVH construction for real-time ray tracing of dynamic geometry.
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Conference on High Performance Graphics 2010, 2010

Real-time stochastic rasterization on conventional GPU architectures.
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Conference on High Performance Graphics 2010, 2010

2009
Fast BVH Construction on GPUs.
Comput. Graph. Forum, 2009

Graphics hardware & GPU computing: past, present, and future.
Proceedings of the Graphics Interface 2009 Conference, 2009

Hardware-accelerated global illumination by image space photon mapping.
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Conference on High Performance Graphics 2009, 2009

2008
Real-time editing and relighting of homogeneous translucent materials.
The Visual Computer, 2008

GPU Computing.
Proceedings of the IEEE, 2008

The present & future of Web3D.
Proceedings of the Proceeding of the 13th International Conference on 3D Web Technology, 2008

CUDA: Scalable parallel programming for high-performance scientific computing.
Proceedings of the 2008 IEEE International Symposium on Biomedical Imaging: From Nano to Macro, 2008

2007
How GPUs Work.
IEEE Computer, 2007

A system for efficient rendering of human skin.
Proceedings of the 34. International Conference on Computer Graphics and Interactive Techniques, 2007

Efficient Rendering of Human Skin.
Proceedings of the Eurographics Symposium on Rendering Techniques, Grenoble, France, 2007, 2007

A hardware redundancy and recovery mechanism for reliable scientific computation on graphics processors.
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Conference on Graphics Hardware 2007, 2007

2006
All-frequency relighting of glossy objects.
ACM Trans. Graph., 2006

S07 - GPGPU: general-purpose computation on graphics hardware.
Proceedings of the ACM/IEEE SC2006 Conference on High Performance Networking and Computing, 2006

Efficient Wavelet Rotation for Environment Map Rendering.
Proceedings of the Eurographics Symposium on Rendering Techniques, Nicosia, Cyprus, 2006, 2006

The Visual Vulnerability Spectrum: Characterizing Architectural Vulnerability for Graphics Hardware.
Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware, 2006

Applications of Small-Scale Reconfigurability to Graphics Processors.
Proceedings of the Reconfigurable Computing: Architectures and Applications, 2006

2005
All-frequency interactive relighting of translucent objects with single and multiple scattering.
ACM Trans. Graph., 2005

The Ultimate Display: Where Will All the Pixels Come From?
IEEE Computer, 2005

Fine-grained graphics architectural simulation with Qsilver.
Proceedings of the 32. International Conference on Computer Graphics and Interactive Techniques, 2005

Introduction.
Proceedings of the 32. International Conference on Computer Graphics and Interactive Techniques, 2005

A high-accuracy, low-cost localization system for wireless sensor networks.
Proceedings of the 3rd International Conference on Embedded Networked Sensor Systems, 2005

Adaptive Frameless Rendering.
Proceedings of the Eurographics Symposium on Rendering Techniques, Konstanz, Germany, June 29, 2005

Studying Thermal Management for Graphics-Processor Architectures.
Proceedings of the IEEE International Symposium on Performance Analysis of Systems and Software, 2005

A Survey of General-Purpose Computation on Graphics Hardware.
Proceedings of the Eurographics 2005 - State of the Art Reports, Dublin, Ireland, August 29, 2005

2004
Improving Adaptive Display with Temporally Adaptive Rendering.
Cyberpsy., Behavior, and Soc. Networking, 2004

Temperature-aware GPU design.
Proceedings of the 31. International Conference on Computer Graphics and Interactive Techniques, 2004

GPGPU: general purpose computation on graphics hardware.
Proceedings of the 31. International Conference on Computer Graphics and Interactive Techniques, 2004

All-Frequency Relighting of Non-Diffuse Objects using Separable BRDF Approximation.
Proceedings of the 15th Eurographics Workshop on Rendering Techniques, 2004

A flexible simulation framework for graphics architectures.
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Symposium on Graphics Hardware 2004, 2004

2003
Monticello Through the Window.
Proceedings of the VAST 2003: The 4th International Symposium on Virtual Reality, 2003

GLOD: a driver-level interface for geometric level of detail.
Proceedings of the SIGGRAPH 2003 Conference on Sketches & Applications: in conjunction with the 30th annual conference on Computer graphics and interactive techniques, 2003

Interruptible rendering.
Proceedings of the 2003 Symposium on Interactive 3D Graphics, 2003

Perceptually guided simplification of lit, textured meshes.
Proceedings of the 2003 Symposium on Interactive 3D Graphics, 2003

A multigrid solver for boundary value problems using programmable graphics hardware.
Proceedings of the 2003 ACM SIGGRAPH/EUROGRAPHICS Workshop on Graphics Hardware, 2003

Efficient Reconstruction of Indoor Scenes with Color.
Proceedings of the 4th International Conference on 3D Digital Imaging and Modeling (3DIM 2003), 2003

2002
Interruptible rendering.
Proceedings of the 29th International Conference on Computer Graphics and Interactive Techniques, 2002

Improving frameless rendering by focusing on change.
Proceedings of the 29th International Conference on Computer Graphics and Interactive Techniques, 2002

2001
A Developer's Survey of Polygonal Simplification Algorithms.
IEEE Computer Graphics and Applications, 2001

Perceptually-Driven Simplification for Interactive Rendering.
Proceedings of the 12th Eurographics Workshop on Rendering Techniques, 2001

View-Dependent Particles for Interactive Non-Photorealistic Rendering.
Proceedings of the Graphics Interface 2001 Conference, 2001

1997
View-dependent simplification of arbitrary polygonal environments.
Proceedings of the 24th Annual Conference on Computer Graphics and Interactive Techniques, 1997

1995
Portals and Mirrors: Simple, Fast Evaluation of Potentially Visible Sets.
Proceedings of the 1995 Symposium on Interactive 3D Graphics, 1995


  Loading...