Fast Robust BSP Tree Traversal Algorithm for Ray Tracing. - Vlastimil Havran; Tomás Kopal; Jirí Bittner; Jirí Zára (J. Graphics, GPU, & Game Tools, 1997)

Hierarchical Visibility Culling with Occlusion Trees. - Jirí Bittner; Vlastimil Havran; Pavel Slavík (Computer Graphics International, 1998)

Tutorial 9 - Visibility. - Yiorgos L. Chrysanthou; Daniel Cohen-Or; Gadi Fibich; Dan Halperin; Eyal Zadicario; Shuly Lev-Yehudi; Dirk Bartz; Michael Meißner; Tobias Hüttner; Jirí Bittner; Vlastimil Havran; Pavel Slavík; et al. (Eurographics (Tutorials), 1999)

LCTS: Ray Shooting using Longest Common Traversal Sequences. - Vlastimil Havran; Jirí Bittner (Comput. Graph. Forum, 2000)

Visibility Preprocessing for Urban Scenes using Line Space Subdivision. - Jirí Bittner; Peter Wonka; Michael Wimmer 001 (PG, 2001)

Exploiting Temporal and Spatial Coherence in Hierarchical Visibility Algorithms. - Jirí Bittner; Vlastimil Havran (SCCG, 2001)

Exploiting coherence in hierarchical visibility algorithms. - Jirí Bittner; Vlastimil Havran (Comput. Animat. Virtual Worlds, 2001)

Efficient construction of visibility maps using approximate occlusion sweep. - Jirí Bittner (SCCG, 2002)

On Improving Kd Tree for Ray Shooting. - Vlastimil Havran; Jirí Bittner (WSCG, 2002)

Delivering Interactivity to Complex Tone Mapping Operators. - Alessandro Artusi; Jirí Bittner; Michael Wimmer 001; Alexander Wilkie (Rendering Techniques, 2003)

Exploiting temporal coherence in ray casted walkthroughs. - Vlastimil Havran; Jirí Bittner; Hans-Peter Seidel (SCCG, 2003)

Exact regional visibility using line space partitioning. - Jirí Bittner; Jan Prikryl; Pavel Slavík (Comput. Graph., 2003)

Ray maps for global illumination. - Vlastimil Havran; Jirí Bittner; Hans-Peter Seidel (SIGGRAPH Sketches, 2004)

Coherent Hierarchical Culling: Hardware Occlusion Queries Made Useful. - Jirí Bittner; Michael Wimmer 001; Harald Piringer; Werner Purgathofer (Comput. Graph. Forum, 2004)

Fast Exact From-Region Visibility in Urban Scenes. - Jirí Bittner; Peter Wonka; Michael Wimmer 001 (Rendering Techniques, 2005)

Ray Maps for Global Illumination. - Vlastimil Havran; Jirí Bittner; Robert Herzog; Hans-Peter Seidel (Rendering Techniques, 2005)

Adaptive Visibility-Driven View Cell Construction. - Oliver Mattausch; Jirí Bittner; Michael Wimmer 001 (Rendering Techniques, 2006)

Optimized subdivisions for preprocessed visibility. - Oliver Mattausch; Jirí Bittner; Peter Wonka; Michael Wimmer 001 (Graphics Interface, 2007)

Optimized HLOD Refinement Driven by Hardware Occlusion Queries. - Jean Pierre Charalambos; Jirí Bittner; Michael Wimmer 001; Eduardo Romero 001 (ISVC (1), 2007)

Ray tracing with sparse boxes. - Vlastimil Havran; Jirí Bittner (SCCG, 2007)

Estimación de Densidades usando GPUs. - Miguel Lastra; Carlos Ureña; Jirí Bittner; Rubén Jesús García; Rosana Montes (CEIG, 2008)

CHC++: Coherent Hierarchical Culling Revisited. - Oliver Mattausch; Jirí Bittner; Michael Wimmer 001 (Comput. Graph. Forum, 2008)

Visibility-driven Mesh Analysis and Visualization through Graph Cuts. - Kaichi Zhou; Eugene Zhang; Jirí Bittner; Peter Wonka (IEEE Trans. Vis. Comput. Graph., 2008)

RDH: ray distribution heuristics for construction of spatial data structures. - Jirí Bittner; Vlastimil Havran (SCCG, 2009)

Adaptive global visibility sampling. - Jirí Bittner; Oliver Mattausch; Peter Wonka; Vlastimil Havran; Michael Wimmer 001 (ACM Trans. Graph., 2009)

Layout-aware optimization for interactive labeling of 3D models. - Ladislav Cmolík; Jirí Bittner (Comput. Graph., 2010)

Shadow caster culling for efficient shadow mapping. - Jirí Bittner; Oliver Mattausch; Ari Silvennoinen; Michael Wimmer 001 (SI3D, 2011)

Using Annotated Task Models for Accessibility Evaluation. - Ivo Malý; Jirí Bittner; Pavel Slavík (ICCHP (1), 2012)

DCGI Laboratories at CTU Prague, Czech Republic. - Jirí Bittner; Jirí Zára (Eurographics (Lab Presentations), 2013)

Temporally Coherent Adaptive Sampling for Imperfect Shadow Maps. - Tomás Barák; Jirí Bittner; Vlastimil Havran (Comput. Graph. Forum, 2013)

Fast Insertion-Based Optimization of Bounding Volume Hierarchies. - Jirí Bittner; Michal Hapala; Vlastimil Havran (Comput. Graph. Forum, 2013)

Massively Parallel Hierarchical Scene Processing with Applications in Rendering. - Marek Vinkler; Jirí Bittner; Vlastimil Havran; Michal Hapala (Comput. Graph. Forum, 2013)

Multiple Live Video Environment Map Sampling. - Tomás Nikodým; Vlastimil Havran; Jirí Bittner (J. WSCG, 2013)

Efficient Sorting and Searching in Rendering Algorithms. - Vlastimil Havran; Jirí Bittner (Eurographics (Tutorials), 2014)

Bounding volume hierarchies versus kd-trees on contemporary many-core architectures. - Marek Vinkler; Vlastimil Havran; Jirí Bittner (SCCG, 2014)

Incremental BVH construction for ray tracing. - Jirí Bittner; Michal Hapala; Vlastimil Havran (Comput. Graph., 2015)

T-SAH: Animation Optimized Bounding Volume Hierarchies. - Jirí Bittner; Daniel Meister 002 (Comput. Graph. Forum, 2015)

CHC+RT: Coherent Hierarchical Culling for Ray Tracing. - Oliver Mattausch; Jirí Bittner; Alberto Jaspe; Enrico Gobbetti; Michael Wimmer 001; Renato Pajarola (Comput. Graph. Forum, 2015)

Performance Comparison of Bounding Volume Hierarchies and Kd-Trees for GPU Ray Tracing. - Marek Vinkler; Vlastimil Havran; Jirí Bittner (Comput. Graph. Forum, 2016)

Parallel On-Demand Hierarchy Construction on Contemporary GPUs. - Marek Vinkler; Vlastimil Havran; Jirí Bittner; Jirí Sochor (IEEE Trans. Vis. Comput. Graph., 2016)

Parallel BVH construction using k-means clustering. - Daniel Meister 002; Jirí Bittner (Vis. Comput., 2016)

Extended Morton codes for high performance bounding volume hierarchy construction. - Marek Vinkler; Jirí Bittner; Vlastimil Havran (High Performance Graphics, 2017)

VAO++: Practical Volumetric Ambient Occlusion for Games. - Jakub Boksanský; Adam Pospísil; Jirí Bittner (EGSR (EI&I), 2017)

Lightdrum: surface reflectance measurement on site. - Vlastimil Havran; Jan Hosek; Sárka Nemcová; Jirí Cáp; Jirí Bittner (SIGGRAPH Posters, 2017)

Foreword to the Special Section on SCCG 2017. - Ivan Viola; Jirí Bittner (Comput. Graph., 2017)

Parallel BVH Construction using Progressive Hierarchical Refinement. - J. Hendrich; Daniel Meister 002; Jirí Bittner (Comput. Graph. Forum, 2017)

Lightdrum - Portable Light Stage for Accurate BTF Measurement on Site. - Vlastimil Havran; Jan Hosek; Sárka Nemcová; Jirí Cáp; Jirí Bittner (Sensors, 2017)

Parallel Reinsertion for Bounding Volume Hierarchy Optimization. - Daniel Meister 002; Jirí Bittner (Comput. Graph. Forum, 2018)

Parallel Locally-Ordered Clustering for Bounding Volume Hierarchy Construction. - Daniel Meister 002; Jirí Bittner (IEEE Trans. Vis. Comput. Graph., 2018)

Ray Classification for Accelerated BVH Traversal. - J. Hendrich; Adam Pospísil; Daniel Meister 002; Jirí Bittner (Comput. Graph. Forum, 2019)

Real-Time External Labeling of Ghosted Views. - Ladislav Cmolík; Jirí Bittner (IEEE Trans. Vis. Comput. Graph., 2019)

On Ray Reordering Techniques for Faster GPU Ray Tracing. - Daniel Meister 002; Jakub Boksanský; Michael Guthe; Jirí Bittner (I3D, 2020)

Spatio-temporal BRDF: Modeling and synthesis. - Daniel Meister 002; Adam Pospísil; Imari Sato; Jirí Bittner (Comput. Graph., 2021)

A Survey on Bounding Volume Hierarchies for Ray Tracing. - Daniel Meister 002; Shinji Ogaki; Carsten Benthin; Michael J. Doyle; Michael Guthe; Jirí Bittner (Comput. Graph. Forum, 2021)

QuadStack: An Efficient Representation and Direct Rendering of Layered Datasets. - Alejandro Graciano; Antonio J. Rueda Ruiz; Adam Pospísil; Jirí Bittner; Bedrich Benes (IEEE Trans. Vis. Comput. Graph., 2021)

PVLI: potentially visible layered image for real-time ray tracing. - Jaroslav Kravec; Martin Kácerik; Jirí Bittner (Vis. Comput., 2023)

SAH-Optimized k-DOP Hierarchies for Ray Tracing. - Martin Kácerik; Jirí Bittner (Proc. ACM Comput. Graph. Interact. Tech., 2024)

SOBB: Skewed Oriented Bounding Boxes for Ray Tracing. - Martin Kácerik; Jirí Bittner (Comput. Graph. Forum, 2025)