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Bio
While my focus has been primarily on academic publication, many of my papers have been refined and later widely implemented in products and commercial applications. For example, my work on spherical harmonic lighting and irradiance environment maps is now widely included in games (such as the Halo series), and is increasingly adopted in movie production (being a critical component of the rendering pipeline in Avatar in 2010, and now an integral part of RenderMan 16, since mid-2011). These ideas are also being used by Adobe for relighting, and are now included in many standard textbooks. My research on importance sampling has inspired a sampling and image-based lighting pipeline that is becoming standard for production rendering (also included in RenderMan 16) and is used for example on the Pixar movie, Monsters University (my papers discussing production use methods are presented at EGSR 2012 and the inaugural JCGT paper). Models for volumetric scattering have been used in demos by NVIDIA, and elsewhere in industry.
Research Interests
Papers共 290 篇Author StatisticsCo-AuthorSimilar Experts
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ACM TRANSACTIONS ON GRAPHICSno. 1 (2024): 10:1-10:15
CVPR 2024 (2024)
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AI and Optical Data Sciences V (2024)
arxiv(2024)
CVPR 2024 (2024)
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arxiv(2024)
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CoRR (2024)
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Comput. Graph. Forumno. 4 (2023)
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