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All Outputs (3)

Pixel history linear models for real-time temporal filtering. (2016)
Journal Article
Iglesias-Guitian, J. A., Moon, B., Koniaris, C., Smolikowski, E., & Mitchell, K. (2016). Pixel history linear models for real-time temporal filtering. Computer Graphics Forum, 35(7), 363-372. https://doi.org/10.1111/cgf.13033

We propose a new real-time temporal filtering and antialiasing (AA) method for rasterization graphics pipelines. Our method is based on Pixel History Linear Models (PHLM), a new concept for modeling the history of pixel shading values over time using... Read More about Pixel history linear models for real-time temporal filtering..

Integrating real-time fluid simulation with a voxel engine (2016)
Journal Article
Zadick, J., Kenwright, B., & Mitchell, K. (2016). Integrating real-time fluid simulation with a voxel engine. The Computer Games Journal, 5(1-2), 55-64. https://doi.org/10.1007/s40869-016-0020-5

We present a method of adding sophisticated physical simulations to voxel-based games such as the hugely popular Minecraft (2012. http://minecraft.gamepedia.com/Liquid), thus providing a dynamic and realistic fluid simulation in a voxel environment.... Read More about Integrating real-time fluid simulation with a voxel engine.

Nonlinearly Weighted First-order Regression for Denoising Monte Carlo Renderings (2016)
Journal Article
Bitterli, B., Rousselle, F., Moon, B., Iglesias-Guitián, J. A., Adler, D., Mitchell, K., Jarosz, W., & Novák, J. (2016). Nonlinearly Weighted First-order Regression for Denoising Monte Carlo Renderings. Computer Graphics Forum, 35(4), 107-117. https://d

We address the problem of denoising Monte Carlo renderings by studying existing approaches and proposing a new algorithm that yields state-of-the-art performance on a wide range of scenes. We analyze existing approaches from a theoretical and empiric... Read More about Nonlinearly Weighted First-order Regression for Denoising Monte Carlo Renderings.