László Szécsi

Orcid: 0000-0002-0225-048X

According to our database1, László Szécsi authored at least 32 papers between 2002 and 2023.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Dataset
Other 

Links

On csauthors.net:

Bibliography

2023
Exploring Value and Ethical Dimensions of Disruptive Technologies for Learning and Teaching.
Proceedings of the Methodologies and Intelligent Systems for Technology Enhanced Learning, Workshops, 2023

NLP-Assisted Educational Memory Game Experiment.
Proceedings of the Methodologies and Intelligent Systems for Technology Enhanced Learning, Workshops, 2023

2022
Real-time Sponge and Fluid Simulation.
Proceedings of the 43rd Annual Conference of the European Association for Computer Graphics, 2022

2018
An image-based method for animated stroke rendering.
Vis. Comput., 2018

2017
Interactive Light Stimulus Generation with High Performance Real-Time Image Processing and Simple Scripting.
Frontiers Neuroinformatics, 2017

Improved stratification for Metropolis light transport.
Comput. Graph., 2017

2016
Tonal Art Maps with Image Space Strokes.
Proceedings of the Italian Chapter Conference 2016, 2016

Kernel-Reflection Sequences.
Proceedings of the Italian Chapter Conference 2016, 2016

2013
On Depth-testing Wide Outlines.
Proceedings of the 34th Annual Conference of the European Association for Computer Graphics, 2013

2012
Fast silhouette and crease edge synthesis with geometry shaders.
Proceedings of the Spring Conference on Computer Graphics, 2012

Real-Time Metaball Ray Casting with Fragment Lists.
Proceedings of the 33rd Annual Conference of the European Association for Computer Graphics, 2012

2011
Hatching for Motion Picture Production.
Comput. Graph. Forum, 2011

2010
Interaktív globális illumináció virtuális fényforrásokkal
PhD thesis, 2010

Volumetric Ambient Occlusion for Real-Time Rendering and Games.
IEEE Computer Graphics and Applications, 2010

Adaptive sampling for environment mapping.
Proceedings of the Spring Conference on Computer Graphics, 2010

Environment Mapping with Floyd-Steinberg Halftoning.
Proceedings of the GPU Pro - Advanced Rendering Techniques., 2010

Real-Time Multi-Bounce Ray-Tracing with Geometry Impostors.
Proceedings of the GPU Pro - Advanced Rendering Techniques., 2010

2009
Specular Effects on the GPU: State of the Art.
Comput. Graph. Forum, 2009

Deterministic Importance Sampling with Error Diffusion.
Comput. Graph. Forum, 2009

Importance Sampling with Floyd-Steinberg Halftoning.
Proceedings of the 30th Annual Conference of the European Association for Computer Graphics, 2009

2008
GPU-Based Techniques for Global Illumination Effects
Synthesis Lectures on Computer Graphics and Animation, Morgan & Claypool Publishers, ISBN: 978-3-031-79525-1, 2008

Partial, multi-scale precomputed radiance transfer.
Proceedings of the Spring Conference on Computer Graphics, 2008

2006
Light animation with precomputed light paths on the GPU.
Proceedings of the Graphics Interface 2006 Conference, June 7-9, 2006, Quebec, Canada, 2006

GPUGI: Global Illumination Effects on the GPU.
Proceedings of the 27th Annual Conference of the European Association for Computer Graphics, 2006

2005
Photon Map Gathering on the GPU.
Proceedings of the 26th Annual Conference of the European Association for Computer Graphics, 2005

2004
Combined Correlated and Importance Sampling in Direct Light Source Computation and Environment Mapping.
Comput. Graph. Forum, 2004

Real-time Light Animation.
Comput. Graph. Forum, 2004

Efficient Approximate Visibility Testing Using Occluding Spheres.
Proceedings of the 12-th International Conference in Central Europe on Computer Graphics, 2004

2003
Variance Reduction for Russian-roulette.
Proceedings of the 11-th International Conference in Central Europe on Computer Graphics, 2003

Accelerating animation through verification of shooting walks.
Proceedings of the 19th Spring Conference on Computer Graphics, 2003

Improved Indirect Photon Mapping withWeighted Importance Sampling.
Proceedings of the 24th Annual Conference of the European Association for Computer Graphics, 2003

2002
On the efficiency of ray-shooting acceleration schemes.
Proceedings of the 18th Spring Conference on Computer Graphics, 2002


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