Aaron E. Lefohn

Orcid: 0009-0002-6526-0922

According to our database1, Aaron E. Lefohn authored at least 53 papers between 2003 and 2024.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Links

Online presence:

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Bibliography

2024
Real-time Neural Appearance Models.
ACM Trans. Graph., June, 2024

2023
SLANG.D: Fast, Modular and Differentiable Shader Programming.
ACM Trans. Graph., December, 2023

Random-Access Neural Compression of Material Textures.
ACM Trans. Graph., August, 2023

2020
Spatiotemporal reservoir resampling for real-time ray tracing with dynamic direct lighting.
ACM Trans. Graph., 2020

Neural Temporal Adaptive Sampling and Denoising.
Comput. Graph. Forum, 2020

2019
Open problems in real-time rendering.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2019

2018
Detecting aliasing artifacts in image sequences using deep neural networks.
Proceedings of the Conference on High-Performance Graphics, 2018

Correlation-aware semi-analytic visibility for antialiased rendering.
Proceedings of the Conference on High-Performance Graphics, 2018

2017
Interactive reconstruction of Monte Carlo image sequences using a recurrent denoising autoencoder.
ACM Trans. Graph., 2017

Spatiotemporal variance-guided filtering: real-time reconstruction for path-traced global illumination.
Proceedings of High Performance Graphics, 2017

Interactive stable ray tracing.
Proceedings of High Performance Graphics, 2017

2016
Frustum-Traced Irregular Z-Buffers: Fast, Sub-Pixel Accurate Hard Shadows.
IEEE Trans. Vis. Comput. Graph., 2016

Aggregate G-Buffer Anti-Aliasing -Extended Version-.
IEEE Trans. Vis. Comput. Graph., 2016

Towards foveated rendering for gaze-tracked virtual reality.
ACM Trans. Graph., 2016

Perceptually-based foveated virtual reality.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2016

Filtering distributions of normals for shading antialiasing.
Proceedings of High Performance Graphics, 2016

2015
Frontiers in real time rendering.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2015

Frustum-traced raster shadows: revisiting irregular z-buffers.
Proceedings of the 19th Symposium on Interactive 3D Graphics and Games, San Francisco, CA, USA, February 27, 2015

Aggregate G-buffer anti-aliasing.
Proceedings of the 19th Symposium on Interactive 3D Graphics and Games, San Francisco, CA, USA, February 27, 2015

2014
Coarse Pixel Shading.
Proceedings of the High-Performance Graphics 2014, Lyon, France, 2014. Proceedings, 2014

2012
Adaptive Image Space Shading for Motion and Defocus Blur.
Proceedings of the EUROGRAPHICS Conference on High Performance Graphics 2012, 2012

2011
Sample distribution shadow maps.
Proceedings of the Symposium on Interactive 3D Graphics and Games, 2011

Adaptive Transparency.
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Conference on High Performance Graphics 2011, 2011

2010
Adaptive Volumetric Shadow Maps.
Comput. Graph. Forum, 2010

2009
Beyond programmable shading (parts I and II).
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2009

2008
Programmable graphics: the future of interactive rendering.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2008

Beyond programmable shading: in action.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2008

Beyond programmable shading: fundamentals.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2008

2007
Resolution-matched shadow maps.
ACM Trans. Graph., 2007

GPGPU for raster graphics.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2007

Multi-fragment effects on the GPU using the <i>k</i>-buffer.
Proceedings of the 2007 Symposium on Interactive 3D Graphics, 2007

2006
Glift: Generic, efficient, random-access GPU data structures.
ACM Trans. Graph., 2006

S07 - GPGPU: general-purpose computation on graphics hardware.
Proceedings of the ACM/IEEE SC2006 Conference on High Performance Networking and Computing, 2006

2005
Lpics: a hybrid hardware-accelerated relighting engine for computer cinematography.
ACM Trans. Graph., 2005

General Purpose Computation on Graphics Hardware.
Proceedings of the 16th IEEE Visualization Conference, 2005

Level Set and PDE Methods for Visualization.
Proceedings of the 16th IEEE Visualization Conference, 2005

High-Quality Rendering of Compressed Volume Data Formats.
Proceedings of the 7th Joint Eurographics, 2005

Dynamic adaptive shadow maps on graphics hardware.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2005

A dynamic adaptive multi-resolution GPU data structure: adaptive shadow maps, octree 3D paint, adaptive PDE solver.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2005

Glift: an abstraction for generic, efficient GPU data structures.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2005

GPU memory model overview.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2005

Octree textures on graphics hardware.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2005

A Survey of General-Purpose Computation on Graphics Hardware.
Proceedings of the 26th Annual Conference of the European Association for Computer Graphics, 2005

2004
A Streaming Narrow-Band Algorithm: Interactive Computation and Visualization of Level Sets.
IEEE Trans. Vis. Comput. Graph., 2004

GIST: an interactive, GPU-based level set segmentation tool for 3D medical images.
Medical Image Anal., 2004

GPGPU: general purpose computation on graphics hardware.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2004

Real-time volume graphics.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2004

Mio: fast multipass partitioning via priority-based instruction scheduling.
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Symposium on Graphics Hardware 2004, 2004

2003
Particle-Based Simulation of Fluids.
Comput. Graph. Forum, 2003

An Ocularist's Approach to Human Iris Synthesis.
IEEE Computer Graphics and Applications, 2003

Interactive Deformation and Visualization of Level Set Surfaces Using Graphics Hardware.
Proceedings of the 14th IEEE Visualization Conference, 2003

Gaussian Transfer Functions for Multi-Field Volume Visualization.
Proceedings of the 14th IEEE Visualization Conference, 2003

Interactive, GPU-Based Level Sets for 3D Segmentation.
Proceedings of the Medical Image Computing and Computer-Assisted Intervention, 2003


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