Rob Pieké

According to our database1, Rob Pieké authored at least 10 papers between 2014 and 2020.

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

Timeline

Legend:

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Article 
PhD thesis 
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Links

On csauthors.net:

Bibliography

2020
Physically based shading in theory and practice.
Proceedings of the SIGGRAPH 2020: Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2020

2019
Sculpting color spaces.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2019

Path tracing in production: part 2: making movies.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2019

2018
Deep thoughts on deep image compression.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2018

Future of artificial intelligence and deep learning tools for VFX.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2018

Path tracing in production.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2018

Recolouring deep images.
Proceedings of the 8th Annual Digital Production Symposium, 2018

2017
Path tracing in production - part 2: making movies.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2017

2016
Rendering <i>fast & furious</i>: <i>supercharged</i> in stereo for a 400ft curved screen.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2016

2014
Creating the flying armadas in <i>Guardians of the Galaxy</i>.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2014


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