Eric Heitz

According to our database1, Eric Heitz authored at least 27 papers between 2010 and 2022.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Other 

Links

On csauthors.net:

Bibliography

2022
Bringing Linearly Transformed Cosines to Anisotropic GGX.
Proc. ACM Comput. Graph. Interact. Tech., 2022

2021
Passing Multi-Channel Material Textures to a 3-Channel Loss.
Proceedings of the SIGGRAPH 2021: Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2021

Lessons Learned and Improvements when Building Screen-Space Samplers with Blue-Noise Error Distribution.
Proceedings of the SIGGRAPH 2021: Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2021

A Sliced Wasserstein Loss for Neural Texture Synthesis.
Proceedings of the IEEE Conference on Computer Vision and Pattern Recognition, 2021

2020
Pitfalls of the Gram Loss for Neural Texture Synthesis in Light of Deep Feature Histograms.
CoRR, 2020

Can't Invert the CDF? The Triangle-Cut Parameterization of the Region under the Curve.
Comput. Graph. Forum, 2020

2019
Distributing Monte Carlo Errors as a Blue Noise in Screen Space by Permuting Pixel Seeds Between Frames.
Comput. Graph. Forum, 2019

A low-discrepancy sampler that distributes monte carlo errors as a blue noise in screen space.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2019

2018
High-Performance By-Example Noise using a Histogram-Preserving Blending Operator.
Proc. ACM Comput. Graph. Interact. Tech., 2018

Combining analytic direct illumination and stochastic shadows.
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 2018

2017
Microfacet-based normal mapping for robust Monte Carlo path tracing.
ACM Trans. Graph., 2017

A spherical cap preserving parameterization for spherical distributions.
ACM Trans. Graph., 2017

Notes on optimal approximations for importance sampling.
CoRR, 2017

Physically based shading in theory and practice.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2017

2016
Multiple-scattering microfacet BSDFs with the Smith model.
ACM Trans. Graph., 2016

Real-time polygonal-light shading with linearly transformed cosines.
ACM Trans. Graph., 2016

Additional Progress Towards the Unification of Microfacet and Microflake Theories.
Proceedings of the 27th Eurographics Symposium on Rendering, Rendering, 2016

2015
The SGGX microflake distribution.
ACM Trans. Graph., 2015

Extracting Microfacet-based BRDF Parameters from Arbitrary Materials with Power Iterations.
Comput. Graph. Forum, 2015

2014
Apparence multi-échelles pour le rendu réaliste et efficace des surfaces complexes. (Multi-scale appearance for realistic and efficient rendering of complex surfaces).
PhD thesis, 2014

Filtering Non-Linear TransferFunctions on Surfaces.
IEEE Trans. Vis. Comput. Graph., 2014

Importance Sampling Microfacet-Based BSDFs using the Distribution of Visible Normals.
Comput. Graph. Forum, 2014

Physically based shading in theory and practice.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2014

2013
Linear efficient antialiased displacement and reflectance mapping.
ACM Trans. Graph., 2013

Filtering color mapped textures and surfaces.
Proceedings of the Symposium on Interactive 3D Graphics and Games, 2013

2012
Representing Appearance and Pre-filtering Subpixel Data in Sparse Voxel Octrees.
Proceedings of the EUROGRAPHICS Conference on High Performance Graphics 2012, 2012

2010
Adaptive GPU Ray Casting Based on Spectral Analysis.
Proceedings of the Medical Imaging and Augmented Reality - 5th International Workshop, 2010


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