Morgan McGuire

Orcid: 0000-0003-1074-0953

According to our database1, Morgan McGuire authored at least 92 papers between 1999 and 2023.

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Bibliography

2023
AdaptNet: Policy Adaptation for Physics-Based Character Control.
ACM Trans. Graph., December, 2023

Efficient Dataflow Modeling of Peripheral Encoding in the Human Visual System.
ACM Trans. Appl. Percept., 2023

Learning When to Speak: Latency and Quality Trade-offs for Simultaneous Speech-to-Speech Translation with Offline Models.
CoRR, 2023

Quantum Ray Marching: Reformulating Light Transport for Quantum Computers.
Proceedings of the SIGGRAPH Asia 2023 Conference Papers, 2023

Audiovisual Inputs for Learning Robust, Real-time Facial Animation with Lip Sync.
Proceedings of the 16th ACM SIGGRAPH Conference on Motion, Interaction and Games, 2023

Metaverse as a Service: Megascale Social 3D on the Cloud.
Proceedings of the 2023 ACM Symposium on Cloud Computing, SoCC 2023, 2023

A Preliminary Study of World Customizability for Virtual Reality Co-Play.
Proceedings of the Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

2022
Experimental Augmented Reality User Experience.
CoRR, 2022

FirstPersonScience: Quantifying Psychophysics for First Person Shooter Tasks.
CoRR, 2022

Wavelet Transparency.
CoRR, 2022

Dynamic Diffuse Global Illumination Resampling.
Comput. Graph. Forum, 2022

Variable Bitrate Neural Fields.
Proceedings of the SIGGRAPH '22: Special Interest Group on Computer Graphics and Interactive Techniques Conference, Vancouver, BC, Canada, August 7, 2022

Building the open metaverse: part II.
Proceedings of the SIGGRAPH '22: Special Interest Group on Computer Graphics and Interactive Techniques Conference, Courses, Vancouver, British Columbia, Canada, August 7, 2022

2021
Robust Vision-Based Cheat Detection in Competitive Gaming.
Proc. ACM Comput. Graph. Interact. Tech., 2021

A distributed, decoupled system for losslessly streaming dynamic light probes to thin clients.
Proceedings of the MMSys '21: 12th ACM Multimedia Systems Conference, Istanbul, Turkey, 28 September 2021, 2021

Neural Geometric Level of Detail: Real-Time Rendering With Implicit 3D Shapes.
Proceedings of the IEEE Conference on Computer Vision and Pattern Recognition, 2021

2020
Post-Render Warp with Late Input Sampling Improves Aiming Under High Latency Conditions.
Proc. ACM Comput. Graph. Interact. Tech., 2020

Learning Deformable Tetrahedral Meshes for 3D Reconstruction.
CoRR, 2020

Scaling Probe-Based Real-Time Dynamic Global Illumination for Production.
CoRR, 2020

Practical Product Sampling by Fitting and Composing Warps.
Comput. Graph. Forum, 2020

Learning Deformable Tetrahedral Meshes for 3D Reconstruction.
Proceedings of the Advances in Neural Information Processing Systems 33: Annual Conference on Neural Information Processing Systems 2020, 2020

A Taxonomy of Bidirectional Scattering Distribution Function Lobes for Rendering Engineers.
Proceedings of the Eurographics Workshop on Material Appearance Modeling, 2020

2019
Improved Alpha Testing Using Hashed Sampling.
IEEE Trans. Vis. Comput. Graph., 2019

Foveated AR: dynamically-foveated augmented reality display.
ACM Trans. Graph., 2019

Latency of 30 ms Benefits First Person Targeting Tasks More Than Refresh Rate Above 60 Hz.
Proceedings of the SIGGRAPH Asia 2019 Technical Briefs, 2019

Introduction to real-time ray tracing.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2019

Matching prescription & visual acuity: towards AR for humans.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2019

Are we done with ray tracing?
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2019

NVGaze: An Anatomically-Informed Dataset for Low-Latency, Near-Eye Gaze Estimation.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

2018
Towards virtual reality infinite walking: dynamic saccadic redirection.
ACM Trans. Graph., 2018

Combining analytic direct illumination and stochastic shadows.
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 2018

Adaptive temporal antialiasing.
Proceedings of the Conference on High-Performance Graphics, 2018

Correlation-aware semi-analytic visibility for antialiased rendering.
Proceedings of the Conference on High-Performance Graphics, 2018

2017
Phenomenological Transparency.
IEEE Trans. Vis. Comput. Graph., 2017

Hashed alpha testing.
Proceedings of the 21st ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 2017

Real-time global illumination using precomputed light field probes.
Proceedings of the 21st ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 2017

An efficient denoising algorithm for global illumination.
Proceedings of High Performance Graphics, 2017

2016
Aggregate G-Buffer Anti-Aliasing -Extended Version-.
IEEE Trans. Vis. Comput. Graph., 2016

A phenomenological scattering model for order-independent transparency.
Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 2016

Deep g-buffers for stable global illumination approximation.
Proceedings of High Performance Graphics, 2016

2015
Aggregate G-buffer anti-aliasing.
Proceedings of the 19th Symposium on Interactive 3D Graphics and Games, San Francisco, CA, USA, February 27, 2015

2014
A Fast and Stable Feature-Aware Motion Blur Filter.
Proceedings of the High-Performance Graphics 2014, Lyon, France, 2014. Proceedings, 2014

Computer Graphics - Principles and Practice, 3rd Edition.
Addison-Wesley, ISBN: 978-0-321-39952-6, 2014

2013
GPU ray tracing.
Commun. ACM, 2013

Join the digital text revolution.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2013

Interactive indirect lighting computed in the cloud.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2013

Toward practical real-time photon mapping: efficient GPU density estimation.
Proceedings of the Symposium on Interactive 3D Graphics and Games, 2013

2012
A reconstruction filter for plausible motion blur.
Proceedings of the Symposium on Interactive 3D Graphics and Games, 2012

Scalable Ambient Obscurance.
Proceedings of the EUROGRAPHICS Conference on High Performance Graphics 2012, 2012

2011
Efficient Triangle and Quadrilateral Clipping Within Shaders.
J. Graphics, GPU, & Game Tools, 2011

Editorial.
J. Graphics, GPU, & Game Tools, 2011

Filtering approaches for real-time anti-aliasing.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2011

A local image reconstruction algorithm for stochastic rendering.
Proceedings of the Symposium on Interactive 3D Graphics and Games, 2011

Colored stochastic shadow maps.
Proceedings of the Symposium on Interactive 3D Graphics and Games, 2011

Subpixel reconstruction antialiasing for deferred shading.
Proceedings of the Symposium on Interactive 3D Graphics and Games, 2011

The Alchemy Screen-Space Ambient Obscurance Algorithm.
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Conference on High Performance Graphics 2011, 2011

2010
Guest Editor's Introduction: Special Section on the Symposium on Interactive 3D Graphics and Games (I3D).
IEEE Trans. Vis. Comput. Graph., 2010

OptiX: a general purpose ray tracing engine.
ACM Trans. Graph., 2010

Real-time stochastic rasterization on conventional GPU architectures.
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Conference on High Performance Graphics 2010, 2010

Ambient occlusion volumes.
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Conference on High Performance Graphics 2010, 2010

2009
An Inexpensive Light Stage Dome.
J. Graphics, GPU, & Game Tools, 2009

Hardware-accelerated global illumination by image space photon mapping.
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Conference on High Performance Graphics 2009, 2009

2008
Efficient, High-Quality Bayer Demosaic Filtering on GPUs.
J. Graph. Tools, 2008

GUIs for real-time programs using universal pointers.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2008

Indirection mapping for quasi-conformal relief texturing.
Proceedings of the 2008 Symposium on Interactive 3D Graphics, 2008

Creating games - mechanics, content, and technology.
A K Peters, ISBN: 978-1-56881-305-9, 2008

2007
Optical Splitting Trees for High-Precision Monocular Imaging.
IEEE Computer Graphics and Applications, 2007

Single-pass shadow volumes for arbitrary meshes.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2007

Mapping the mental space of game genres.
Proceedings of the 2007 ACM SIGGRAPH Symposium on Video Games, Sandbox 2007, 2007

Open source toolchains.
Proceedings of the 2007 ACM SIGGRAPH Symposium on Video Games, Sandbox 2007, 2007

Dynamic humanoid balance through inertial control.
Proceedings of the 2007 7th IEEE-RAS International Conference on Humanoid Robots, November 29th, 2007

2006
"Computational Videography with a Single Axis, Multi-Parameter Lens Camera".
PhD thesis, 2006

World space servoing for character animation under simulation.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2006

Dynamo: dynamic, data-driven character control with adjustable balance.
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames, 2006

Real-time triangulation matting using passive polarization.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2006

Abstract shade trees.
Proceedings of the 2006 Symposium on Interactive 3D Graphics, 2006

Practical, Real-time Studio Matting using Dual Imagers.
Proceedings of the Eurographics Symposium on Rendering Techniques, Nicosia, Cyprus, 2006, 2006

Real-time rendering of cartoon smoke and clouds.
Proceedings of the 4th International Symposium on Non-Photorealistic Animation and Rendering, 2006

2005
Defocus video matting.
ACM Trans. Graph., 2005

Real-Time Collision Deformations using Graphics Hardware.
J. Graph. Tools, 2005

Defocus difference matting.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2005

Cave writing: toward a platform for literary immersive VR.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2005

2004
Observations on Silhouette Sizes.
J. Graphics, GPU, & Game Tools, 2004

Real-time bump map deformations.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2004

A heightfield on an isometric grid.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2004

Real-time cartoon rendering of smoke.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2004

Hybrid billboard clouds for model simplification.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2004

Hardware-determined feature edges.
Proceedings of the 3rd International Symposium on Non-Photorealistic Animation and Rendering, 2004

2003
Analysis of image registration noise due to rotationally dependent aliasing.
J. Vis. Commun. Image Represent., 2003

2002
Programming Languages for Compressing Graphics.
Proceedings of the Programming Languages and Systems, 2002

2000
Techniques for multiresolution image registration in the presence of occlusions.
IEEE Trans. Geosci. Remote. Sens., 2000

1999
The Translation Sensitivity of Wavelet-Based Registration.
IEEE Trans. Pattern Anal. Mach. Intell., 1999


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