Jacob Munkberg

According to our database1, Jacob Munkberg authored at least 28 papers between 2006 and 2018.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Other 

Links

On csauthors.net:

Bibliography

2018
Noise2Noise: Learning Image Restoration without Clean Data.
CoRR, 2018

2016
Texture space caching and reconstruction for ray tracing.
ACM Trans. Graph., 2016

Local shading coherence extraction for SIMD-efficient path tracing on CPUs.
Proceedings of High Performance Graphics, 2016

2015
Layered Light Field Reconstruction for Defocus Blur.
ACM Trans. Graph., 2015

Filtered Stochastic Shadow Mapping Using a Layered Approach.
Comput. Graph. Forum, 2015

2014
Deep shading buffers on commodity GPUs.
ACM Trans. Graph., 2014

Layered Reconstruction for Defocus and Motion Blur.
Comput. Graph. Forum, 2014

Coarse Pixel Shading.
Proceedings of the High-Performance Graphics 2014, Lyon, France, 2014. Proceedings, 2014

2013
A sort-based deferred shading architecture for decoupled sampling.
ACM Trans. Graph., 2013

Stochastic Depth Buffer Compression using Generalized Plane Encoding.
Comput. Graph. Forum, 2013

Theory and Analysis of Higher-Order Motion Blur Rasterization.
Proceedings of the High-Performance Graphics 2013, 2013

2012
Per-Vertex Defocus Blur for Stochastic Rasterization.
Comput. Graph. Forum, 2012

Efficient Depth of Field Rasterization Using a Tile Test Based on Half-Space Culling.
Comput. Graph. Forum, 2012

Hyperplane Culling for Stochastic Rasterization.
Proceedings of the Eurographics 2012, 2012

Design and Novel Uses of Higher-Dimensional Rasterization.
Proceedings of the EUROGRAPHICS Conference on High Performance Graphics 2012, 2012

2011
Towards a High Quality Real-Time Graphics Pipeline.
PhD thesis, 2011

Efficient multi-view ray tracing using edge detection and shader reuse.
The Visual Computer, 2011

Hierarchical Stochastic Motion Blur Rasterization.
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Conference on High Performance Graphics 2011, 2011

2010
Backface Culling for Motion Blur and Depth of Field.
J. Graphics, GPU, & Game Tools, 2010

Efficient bounding of displaced Bézier patches.
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Conference on High Performance Graphics 2010, 2010

2009
Automatic pre-tessellation culling.
ACM Trans. Graph., 2009

2008
Practical HDR Texture Compression.
Comput. Graph. Forum, 2008

Floating-Point Buffer Compression in a Unified Codec Architecture.
Proceedings of the EUROGRAPHICS/ACM SIGGRAPH Conference on Graphics Hardware 2008, 2008

Non-Uniform Fractional Tessellation.
Proceedings of the EUROGRAPHICS/ACM SIGGRAPH Conference on Graphics Hardware 2008, 2008

2007
Tight frame normal map compression.
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Conference on Graphics Hardware 2007, 2007

Stochastic rasterization using time-continuous triangles.
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Conference on Graphics Hardware 2007, 2007

2006
High dynamic range texture compression for graphics hardware.
ACM Trans. Graph., 2006

High Quality Normal Map Compression.
Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware, 2006


  Loading...