Publications

Article: Computing Per-Pixel Object Thickness in a Single Render Pass
Chris Oat, Thorsten Scheuermann
ShaderX 6, Charles River Media (to appear)
 
Paper: Efficient Histogram Generation Using Scattering on GPUs
Thorsten Scheuermann, Justin Hensley
Symposium on Interactive 3D Graphics and Games (I3D) 2007
 
Poster: Fast HDR Image-Based Lighting Using Summed-Area Tables
Justin Hensley, Thorsten Scheuermann
Symposium on Interactive 3D Graphics and Games (I3D) 2007
 
Poster: Using a Commodity GPU in an Undergraduate Parallel Computing Course
Joshua Steinhurst, Thorsten Scheuermann
SIGSCE 2007
 
Article: Dynamic Glossy Environment Reflections Using Summed-Area Tables
Justin Hensley, Thorsten Scheuermann
ShaderX 4, Charles River Media, 2005
 
Paper: Fast Summed-Area Table Generation and its Applications
Justin Hensley, Thorsten Scheuermann, Greg Coombe, Montek Singh, Anselmo Lastra
Eurographics 2005
 
Article: A Simple Method for Rendering Gemstones
Thorsten Scheuermann
Game Programming Gems 5, Charles River Media, 2005
 
Sketch: Practical Real-Time Hair Rendering and Shading
Thorsten Scheuermann
SIGGRAPH 2004
 
Article: Hair Rendering and Shading
Thorsten Scheuermann
ShaderX 3, Charles River Media, 2004
 
Article: Advanced Depth-of-Field Rendering
Thorsten Scheuermann, Natalya Tatarchuk
ShaderX 3, Charles River Media, 2004
 
Paper: Simulation of Cloud Dynamics on Graphics Hardware
Mark Harris, Bill Baxter, Thorsten Scheuermann, Anselmo Lastra
Graphics Hardware Workshop 2003
 
Paper: Physically-Based Visual Simulation on Graphics Hardware
Mark Harris, Greg Coombe, Thorsten Scheuermann, Anselmo Lastra
Graphics Hardware Workshop 2002