Responsive Real-Time Simulation of Ground Vegetation for Games. - Jens Orthmann; Christof Rezk-Salama; Andreas Kolb 001 (GAMEON, 2009)

Integrating GPGPU Functionality into Scene Graphs. - Jens Orthmann; Maik Keller; Andreas Kolb 001 (VMV, 2009)

Responsive Grass. - Jens Orthmann; Christof Rezk-Salama; Andreas Kolb 001 (J. WSCG, 2009)

Topology-Caching for Dynamic Particle Volume Raycasting. - Jens Orthmann; Maik Keller; Andreas Kolb 001 (VMV, 2010)

Temporal Blending for Adaptive SPH. - Jens Orthmann; Andreas Kolb 001 (Comput. Graph. Forum, 2012)

Consistent surface model for SPH-based fluid transport. - Jens Orthmann; Hendrik Hochstetter; Julian Bader; Serkan Bayraktar; Andreas Kolb 001 (Symposium on Computer Animation, 2013)

SPH Fluids in Computer Graphics. - Markus Ihmsen; Jens Orthmann; Barbara Solenthaler; Andreas Kolb 001; Matthias Teschner (Eurographics (State of the Art Reports), 2014)

Efficient SPH-based simulation and rendering of fluid transport dynamics. - Jens Orthmann (2015)

Adaptive sampling for on-the-fly ray casting of particle-based fluids. - Hendrik Hochstetter; Jens Orthmann; Andreas Kolb 001 (High Performance Graphics, 2016)