Natalya Tatarchuk

According to our database1, Natalya Tatarchuk authored at least 33 papers between 2004 and 2022.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Dataset
Other 

Links

On csauthors.net:

Bibliography

2022
Advances in real-time rendering in games: 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

Advances in real-time rendering in games: part I.
Proceedings of the SIGGRAPH '22: Special Interest Group on Computer Graphics and Interactive Techniques Conference, Courses, Vancouver, British Columbia, Canada, August 7, 2022

Advances in real-time rendering in games: part III.
Proceedings of the SIGGRAPH '22: Special Interest Group on Computer Graphics and Interactive Techniques Conference, Courses, Vancouver, British Columbia, Canada, August 7, 2022

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

2019
Advances in real-time rendering in games, part 2.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2019

Advances in real-time rendering in games, part 1.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2019

2018
The present and future of real-time graphics in film.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2018

2017
Open problems in real-time rendering.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2017

2016
Open problems in real-time rendering.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2016

Advances in real-time rendering, part I.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2016

2015
A system for rapid, automatic shader level-of-detail.
ACM Trans. Graph., 2015

Frontiers in real time rendering.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2015

Advances in real time rendering, part II.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2015

2014
Advances in real-time rendering in games, part II.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2014

Advances in real-time rendering in games, part I.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2014

Character creation pipeline and rendering in destiny.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2014

2013
Advances in real-time rendering in games part II.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2013

Advances in real-time rendering in games part I.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2013

2011
Halo: Reach.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2011

2009
Advances in real-time rendering in 3D graphics and games II.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2009

Advances in real-time rendering in 3D graphics and games I.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2009

2008
Advanced interactive medical visualization on the GPU.
J. Parallel Distributed Comput., 2008

March of the Froblins: simulation and rendering massive crowds of intelligent and detailed creatures on GPU.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2008

2007
Real-Time Isosurface Extraction Using the GPU Programmable Geometry Pipeline.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2007

ToyShop.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2007

Real-time mesh simplification using the GPU.
Proceedings of the 2007 Symposium on Interactive 3D Graphics, 2007

Accelerating real-time shading with reverse reprojection caching.
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Conference on Graphics Hardware 2007, 2007

2006
Practical parallax occlusion mapping with approximate soft shadows for detailed surface rendering.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2006

Artist-directable real-time rain rendering in city environments.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2006

Dynamic parallax occlusion mapping with approximate soft shadows.
Proceedings of the 2006 Symposium on Interactive 3D Graphics, 2006

Artist-Directable Real-Time Rain Rendering in City Environments.
Proceedings of the Eurographics Workshop on Natural Phenomena, 2006

2005
Practical dynamic parallax occlusion mapping.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2005

2004
RenderMonkey: an effective environment for shader prototyping and development.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2004


  Loading...