Yusuke Tokuyoshi

Orcid: 0000-0002-6612-1812

According to our database1, Yusuke Tokuyoshi authored at least 26 papers between 2005 and 2023.

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

Timeline

Legend:

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PhD thesis 
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Links

On csauthors.net:

Bibliography

2023
Efficient Spatial Resampling Using the PDF Similarity.
Proc. ACM Comput. Graph. Interact. Tech., 2023

Bounded VNDF Sampling for Smith-GGX Reflections.
Proceedings of the SIGGRAPH Asia 2023 Technical Communications, 2023

2022
Accurate Diffuse Lighting from Spherical Gaussian Lights.
Proceedings of the SIGGRAPH '22: Special Interest Group on Computer Graphics and Interactive Techniques Conference, Posters, Vancouver BC Canada, August 7, 2022

Multi-Fragment Rendering for Glossy Bounces on the GPU.
Proceedings of the 33rd Eurographics Symposium on Rendering, 2022

Stochastic Light Culling for Single Scattering in Participating Media.
Proceedings of the 43rd Annual Conference of the European Association for Computer Graphics, 2022

2021
Unbiased VNDF Sampling for Backfacing Shading Normals.
Proceedings of the SIGGRAPH 2021: Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2021

2020
Real-time rendering of layered materials with anisotropic normal distributions.
Comput. Vis. Media, 2020

2019
Hierarchical russian roulette for vertex connections.
ACM Trans. Graph., 2019

Improved geometric specular antialiasing.
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 2019

2018
Conservative Z-prepass for frustum-traced irregular Z-buffers.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2018

Bidirectional path tracing using backward stochastic light culling.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2018

2017
Stochastic Light Culling for VPLs on GGX Microsurfaces.
Comput. Graph. Forum, 2017

2016
Modified filtered importance sampling for virtual spherical Gaussian lights.
Comput. Vis. Media, 2016

2015
Virtual Spherical Gaussian Lights for Real-time Glossy Indirect Illumination.
Comput. Graph. Forum, 2015

Specular Lobe-Aware Filtering and Upsampling for Interactive Indirect Illumination.
Comput. Graph. Forum, 2015

Fast indirect illumination using two virtual spherical gaussian lights.
Proceedings of the SIGGRAPH Asia 2015 Posters, Kobe, Japan, November 2-6, 2015, 2015

2014
Directionality-aware rectilinear texture warped shadow maps.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2014

2013
Adaptive Ray-bundle Tracing with Memory Usage Prediction: Efficient Global Illumination in Large Scenes.
Comput. Graph. Forum, 2013

Specular lobe aware upsampling based on spherical Gaussians.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2013

2012
Real-time bidirectional path tracing via rasterization.
Proceedings of the Symposium on Interactive 3D Graphics and Games, 2012

2011
Direct Ray Tracing of Phong Tessellation.
Comput. Graph. Forum, 2011

Fast global illumination baking via ray-bundles.
Proceedings of the SIGGRAPH Asia 2011 Sketches, Hong Kong, December 12-15, 2011, 2011

2010
Final gathering using adaptive multiple importance sampling.
Proceedings of the ACM SIGGRAPH ASIA 2010 Posters, Seoul, Republic of Korea, December 15, 2010

An empirical fur shader.
Proceedings of the ACM SIGGRAPH ASIA 2010 Sketches, 2010

2009
Photon density estimation using multiple importance sampling.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2009

2005
A fast rendering method for a scene with participating media of anisotropic scattering property.
Proceedings of the Computer Graphics International 2005, 2005


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