Petrik Clarberg

According to our database1, Petrik Clarberg authored at least 24 papers between 2005 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
Real-Time Neural Appearance Models.
CoRR, 2023

2021
Interactive Path Tracing and Reconstruction of Sparse Volumes.
Proc. ACM Comput. Graph. Interact. Tech., 2021

2019
Dynamic Many-Light Sampling for Real-Time Ray Tracing.
Proceedings of the High-Performance Graphics 2019, 2019

2016
Texture space caching and reconstruction for ray tracing.
ACM Trans. Graph., 2016

2015
Layered Light Field Reconstruction for Defocus Blur.
ACM Trans. Graph., 2015

2014
AMFS: adaptive multi-frequency shading for future graphics processors.
ACM Trans. Graph., 2014

Deep shading buffers on commodity GPUs.
ACM Trans. Graph., 2014

Layered Reconstruction for Defocus and Motion Blur.
Comput. Graph. Forum, 2014

Coarse Pixel Shading.
Proceedings of the High-Performance Graphics 2014, Lyon, France, 2014. Proceedings, 2014

2013
A sort-based deferred shading architecture for decoupled sampling.
ACM Trans. Graph., 2013

2012
Hierarchical Variance Reduction Techniques for Monte Carlo Rendering.
PhD thesis, 2012

Design and Novel Uses of Higher-Dimensional Rasterization.
Proceedings of the EUROGRAPHICS Conference on High Performance Graphics 2012, 2012

2011
Efficient multi-view ray tracing using edge detection and shader reuse.
Vis. Comput., 2011

Hierarchical Stochastic Motion Blur Rasterization.
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Conference on High Performance Graphics 2011, 2011

2010
An Optimizing Compiler for Automatic Shader Bounding.
Comput. Graph. Forum, 2010

2008
Efficient product sampling using hierarchical thresholding.
Vis. Comput., 2008

Fast Equal-Area Mapping of the (Hemi)Sphere using SIMD.
J. Graph. Tools, 2008

Practical HDR Texture Compression.
Comput. Graph. Forum, 2008

Exploiting Visibility Correlation in Direct Illumination.
Comput. Graph. Forum, 2008

Practical Product Importance Sampling for Direct Illumination.
Comput. Graph. Forum, 2008

Floating-Point Buffer Compression in a Unified Codec Architecture.
Proceedings of the EUROGRAPHICS/ACM SIGGRAPH Conference on Graphics Hardware 2008, 2008

2007
Adaptive enhancement and noise reduction in very low light-level video.
Proceedings of the IEEE 11th International Conference on Computer Vision, 2007

2006
High dynamic range texture compression for graphics hardware.
ACM Trans. Graph., 2006

2005
Wavelet importance sampling: efficiently evaluating products of complex functions.
ACM Trans. Graph., 2005


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