Markus Billeter

Orcid: 0000-0003-1806-2587

According to our database1, Markus Billeter authored at least 23 papers between 2009 and 2022.

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

Timeline

Legend:

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In proceedings 
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PhD thesis 
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Links

Online presence:

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Bibliography

2022
An Efficient Dual-Hierarchy t-SNE Minimization.
IEEE Trans. Vis. Comput. Graph., 2022

Stereo-consistent screen-space ambient occlusion.
Proc. ACM Comput. Graph. Interact. Tech., 2022

2020
Interactively Modifying Compressed Sparse Voxel Representations.
Comput. Graph. Forum, 2020

SalientGaze: Saliency-based gaze correction in virtual reality.
Comput. Graph., 2020

2019
ShutterApp: Spatio-temporal Exposure Control for Videos.
Comput. Graph. Forum, 2019

A Practical and Efficient Approach for Correct Z-Pass Stencil Shadow Volumes.
Proceedings of the High-Performance Graphics 2019, 2019

2018
Large-Scale Pixel-Precise Deferred Vector Maps.
Comput. Graph. Forum, 2018

Voxel DAGs and Multiresolution Hierarchies: From Large-Scale Scenes to Pre-computed Shadows.
Proceedings of the 39th Annual Conference of the European Association for Computer Graphics, 2018

2017
Makeup Lamps: Live Augmentation of Human Faces via Projection.
Comput. Graph. Forum, 2017

2016
Deferred vector map visualization.
Proceedings of the SIGGRAPH ASIA 2016, Macao, December 5-8, 2016, 2016

Exploiting coherence in time-varying voxel data.
Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 2016

A LED-Based IR/RGB End-to-End Latency Measurement Device.
Proceedings of the 2016 IEEE International Symposium on Mixed and Augmented Reality, 2016

2015
More Efficient Virtual Shadow Maps for Many Lights.
IEEE Trans. Vis. Comput. Graph., 2015

Real-time many-light management and shadows with clustered shading.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2015

Vision paper: the future of scientific terrain visualization.
Proceedings of the 23rd SIGSPATIAL International Conference on Advances in Geographic Information Systems, 2015

2014
Implementing efficient virtual shadow maps for many lights.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2014

Efficient virtual shadow maps for many lights.
Proceedings of the Symposium on Interactive 3D Graphics and Games, 2014

2012
Tiled and clustered forward shading: supporting transparency and MSAA.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2012

Real-time multiple scattering using light propagation volumes.
Proceedings of the Symposium on Interactive 3D Graphics and Games, 2012

Clustered Deferred and Forward Shading.
Proceedings of the EUROGRAPHICS Conference on High Performance Graphics 2012, 2012

2011
Two-Level Grids for Ray Tracing on GPUs.
Comput. Graph. Forum, 2011

2010
Real time volumetric shadows using polygonal light volumes.
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Conference on High Performance Graphics 2010, 2010

2009
Efficient stream compaction on wide SIMD many-core architectures.
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Conference on High Performance Graphics 2009, 2009


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