Andreas Vasilakis

Orcid: 0000-0001-6895-3324

According to our database1, Andreas Vasilakis authored at least 27 papers between 2009 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:

On csauthors.net:

Bibliography

2024
Deep and Fast Approximate Order Independent Transparency.
Comput. Graph. Forum, September, 2024

Neural Moment Transparency.
Proceedings of the 45th Annual Conference of the European Association for Computer Graphics, 2024

2022
Deep hybrid order-independent transparency.
Vis. Comput., 2022

2021
Remote Teaching Advanced Rendering Topics Using the Rayground Platform.
IEEE Computer Graphics and Applications, 2021

2020
Rasterisation-based progressive photon mapping.
Vis. Comput., 2020

Illumination-Guided Furniture Layout Optimization.
Comput. Graph. Forum, 2020

A Survey of Multifragment Rendering.
Comput. Graph. Forum, 2020

Rayground: An Online Educational Tool for Ray Tracing.
Proceedings of the 41st Annual Conference of the European Association for Computer Graphics, 2020

2019
Integrating an openEHR-based personalized virtual model for the ageing population within HBase.
BMC Medical Informatics Decis. Mak., 2019

2017
Adaptive compression of animated meshes by exploiting orthogonal iterations.
Vis. Comput., 2017

Variable k-buffer using Importance Maps.
Proceedings of the 38th Annual Conference of the European Association for Computer Graphics, 2017

2016
A multiview and multilayer approach for interactive ray tracing.
Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 2016

DIRT: deferred image-based ray tracing.
Proceedings of High Performance Graphics, 2016

PPS: Pose-to-Pose Skinning of Animated Meshes.
Proceedings of the Short Paper Proceedings of the 33rd Computer Graphics International, Heraklion, Greece, June 28, 2016

2015
k<sup>+</sup>-buffer: An Efficient, Memory-Friendly and Dynamic k-buffer Framework.
IEEE Trans. Vis. Comput. Graph., 2015

Accelerating <i>k</i><sup>+</sup>-buffer using efficient fragment culling.
Proceedings of the 19th Symposium on Interactive 3D Graphics and Games, San Francisco, CA, USA, February 27, 2015

Improving k-buffer Methods via Occupancy Maps.
Proceedings of the 36th Annual Conference of the European Association for Computer Graphics, 2015

2014
Direct rendering of feature-based skinning deformations
PhD thesis, 2014

Pose partitioning for multi-resolution segmentation of arbitrary mesh animations.
Comput. Graph. Forum, 2014

<i>k</i><sup>+</sup>-buffer: fragment synchronized k-buffer.
Proceedings of the Symposium on Interactive 3D Graphics and Games, 2014

AR-TagBrowse: Annotating and Browsing 3D Objects on Mobile Devices.
Proceedings of the 35th Annual Conference of the European Association for Computer Graphics, 2014

2013
Depth-Fighting Aware Methods for Multifragment Rendering.
IEEE Trans. Vis. Comput. Graph., 2013

Direct rendering of Boolean combinations of self-trimmed surfaces.
Comput. Aided Des., 2013

2012
S-buffer: Sparsity-aware Multi-fragment Rendering.
Proceedings of the 33rd Annual Conference of the European Association for Computer Graphics, 2012

2011
GPU rigid skinning based on a refined skeletonization method.
Comput. Animat. Virtual Worlds, 2011

Z-fighting aware depth peeling.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2011

2009
Skeleton-based Rigid Skinning for Character Animation.
Proceedings of the GRAPP 2009, 2009


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