A fast rendering method for a scene with participating media of anisotropic scattering property. - Yusuke Tokuyoshi; Minoru Maruyama (Computer Graphics International, 2005)

Photon density estimation using multiple importance sampling. - Yusuke Tokuyoshi (SIGGRAPH ASIA Posters, 2009)

An empirical fur shader. - Shinji Ogaki; Yusuke Tokuyoshi; Sebastian Schoellhammer (SIGGRAPH ASIA (Sketches), 2010)

Final gathering using adaptive multiple importance sampling. - Yusuke Tokuyoshi; Shinji Ogaki; Sebastian Schoellhammer (SIGGRAPH ASIA (Posters), 2010)

Fast global illumination baking via ray-bundles. - Yusuke Tokuyoshi; Takashi Sekine; Shinji Ogaki (SIGGRAPH Asia Sketches, 2011)

Direct Ray Tracing of Phong Tessellation. - Shinji Ogaki; Yusuke Tokuyoshi (Comput. Graph. Forum, 2011)

Real-time bidirectional path tracing via rasterization. - Yusuke Tokuyoshi; Shinji Ogaki (I3D, 2012)

Specular lobe aware upsampling based on spherical Gaussians. - Yusuke Tokuyoshi (SIGGRAPH Posters, 2013)

Adaptive Ray-bundle Tracing with Memory Usage Prediction: Efficient Global Illumination in Large Scenes. - Yusuke Tokuyoshi; Takashi Sekine; Tiago da Silva; Takashi Kanai (Comput. Graph. Forum, 2013)

Directionality-aware rectilinear texture warped shadow maps. - Yusuke Tokuyoshi; Tiago da Silva; Takashi Kanai (SIGGRAPH Posters, 2014)

Fast indirect illumination using two virtual spherical gaussian lights. - Yusuke Tokuyoshi (SIGGRAPH Asia Posters, 2015)

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

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

Modified filtered importance sampling for virtual spherical Gaussian lights. - Yusuke Tokuyoshi (Comput. Vis. Media, 2016)

Stochastic Light Culling for VPLs on GGX Microsurfaces. - Yusuke Tokuyoshi; Takahiro Harada (Comput. Graph. Forum, 2017)

Bidirectional path tracing using backward stochastic light culling. - Yusuke Tokuyoshi; Takahiro Harada (SIGGRAPH Talks, 2018)

Conservative Z-prepass for frustum-traced irregular Z-buffers. - Yusuke Tokuyoshi; Tomohiro Mizokuchi (SIGGRAPH Posters, 2018)

Improved geometric specular antialiasing. - Yusuke Tokuyoshi; Anton S. Kaplanyan (I3D, 2019)

Hierarchical russian roulette for vertex connections. - Yusuke Tokuyoshi; Takahiro Harada (ACM Trans. Graph., 2019)

Real-time rendering of layered materials with anisotropic normal distributions. - Tomoya Yamaguchi 002; Tatsuya Yatagawa; Yusuke Tokuyoshi; Shigeo Morishima (Comput. Vis. Media, 2020)

Unbiased VNDF Sampling for Backfacing Shading Normals. - Yusuke Tokuyoshi (SIGGRAPH Talks, 2021)

Stochastic Light Culling for Single Scattering in Participating Media. - Shin Fujieda; Yusuke Tokuyoshi; Takahiro Harada (Eurographics (Short Papers), 2022)

Multi-Fragment Rendering for Glossy Bounces on the GPU. - Atsushi Yoshimura; Yusuke Tokuyoshi; Takahiro Harada (EGSR (ST), 2022)

Accurate Diffuse Lighting from Spherical Gaussian Lights. - Yusuke Tokuyoshi (SIGGRAPH Posters, 2022)

Bounded VNDF Sampling for Smith-GGX Reflections. - Kenta Eto; Yusuke Tokuyoshi (SIGGRAPH Asia Technical Communications, 2023)

Efficient Spatial Resampling Using the PDF Similarity. - Yusuke Tokuyoshi (Proc. ACM Comput. Graph. Interact. Tech., 2023)

Efficient Visibility Reuse for Real-time ReSTIR. - Yusuke Tokuyoshi (SIGGRAPH Talks, 2024)

Hierarchical Light Sampling with Accurate Spherical Gaussian Lighting. - Yusuke Tokuyoshi; Sho Ikeda; Paritosh Kulkarni; Takahiro Harada (SIGGRAPH Asia, 2024)

Bounded VNDF Sampling for the Smith-GGX BRDF. - Yusuke Tokuyoshi; Kenta Eto (Proc. ACM Comput. Graph. Interact. Tech., 2024)