Jirí Bittner

Orcid: 0000-0002-5818-934X

According to our database1, Jirí Bittner authored at least 57 papers between 1997 and 2024.

Collaborative distances:

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Dataset
Other 

Links

Online presence:

On csauthors.net:

Bibliography

2024
SAH-Optimized k-DOP Hierarchies for Ray Tracing.
Proc. ACM Comput. Graph. Interact. Tech., August, 2024

2023
PVLI: potentially visible layered image for real-time ray tracing.
Vis. Comput., August, 2023

2021
QuadStack: An Efficient Representation and Direct Rendering of Layered Datasets.
IEEE Trans. Vis. Comput. Graph., 2021

A Survey on Bounding Volume Hierarchies for Ray Tracing.
Comput. Graph. Forum, 2021

Spatio-temporal BRDF: Modeling and synthesis.
Comput. Graph., 2021

2020
On Ray Reordering Techniques for Faster GPU Ray Tracing.
Proceedings of the I3D '20: Symposium on Interactive 3D Graphics and Games, 2020

2019
Real-Time External Labeling of Ghosted Views.
IEEE Trans. Vis. Comput. Graph., 2019

Ray Classification for Accelerated BVH Traversal.
Comput. Graph. Forum, 2019

2018
Parallel Locally-Ordered Clustering for Bounding Volume Hierarchy Construction.
IEEE Trans. Vis. Comput. Graph., 2018

Parallel Reinsertion for Bounding Volume Hierarchy Optimization.
Comput. Graph. Forum, 2018

2017
Lightdrum - Portable Light Stage for Accurate BTF Measurement on Site.
Sensors, 2017

Parallel BVH Construction using Progressive Hierarchical Refinement.
Comput. Graph. Forum, 2017

Foreword to the Special Section on SCCG 2017.
Comput. Graph., 2017

Lightdrum: surface reflectance measurement on site.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2017

VAO++: Practical Volumetric Ambient Occlusion for Games.
Proceedings of the 28th Eurographics Symposium on Rendering, Rendering, 2017

Extended Morton codes for high performance bounding volume hierarchy construction.
Proceedings of High Performance Graphics, 2017

2016
Parallel BVH construction using k-means clustering.
Vis. Comput., 2016

Parallel On-Demand Hierarchy Construction on Contemporary GPUs.
IEEE Trans. Vis. Comput. Graph., 2016

Performance Comparison of Bounding Volume Hierarchies and Kd-Trees for GPU Ray Tracing.
Comput. Graph. Forum, 2016

2015
CHC+RT: Coherent Hierarchical Culling for Ray Tracing.
Comput. Graph. Forum, 2015

T-SAH: Animation Optimized Bounding Volume Hierarchies.
Comput. Graph. Forum, 2015

Incremental BVH construction for ray tracing.
Comput. Graph., 2015

2014
Bounding volume hierarchies versus kd-trees on contemporary many-core architectures.
Proceedings of the Spring Conference on Computer Graphics, 2014

Efficient Sorting and Searching in Rendering Algorithms.
Proceedings of the 35th Annual Conference of the European Association for Computer Graphics, 2014

2013
Multiple Live Video Environment Map Sampling.
J. WSCG, 2013

Massively Parallel Hierarchical Scene Processing with Applications in Rendering.
Comput. Graph. Forum, 2013

Fast Insertion-Based Optimization of Bounding Volume Hierarchies.
Comput. Graph. Forum, 2013

Temporally Coherent Adaptive Sampling for Imperfect Shadow Maps.
Comput. Graph. Forum, 2013

DCGI Laboratories at CTU Prague, Czech Republic.
Proceedings of the 34th Annual Conference of the European Association for Computer Graphics, 2013

2012
Using Annotated Task Models for Accessibility Evaluation.
Proceedings of the Computers Helping People with Special Needs, 2012

2011
Shadow caster culling for efficient shadow mapping.
Proceedings of the Symposium on Interactive 3D Graphics and Games, 2011

2010
Layout-aware optimization for interactive labeling of 3D models.
Comput. Graph., 2010

2009
Adaptive global visibility sampling.
ACM Trans. Graph., 2009

RDH: ray distribution heuristics for construction of spatial data structures.
Proceedings of the Spring Conference on Computer Graphics, 2009

2008
Visibility-driven Mesh Analysis and Visualization through Graph Cuts.
IEEE Trans. Vis. Comput. Graph., 2008

CHC++: Coherent Hierarchical Culling Revisited.
Comput. Graph. Forum, 2008

Estimación de Densidades usando GPUs.
Proceedings of the XVIII Spanish Computer Graphics Conference, 2008

2007
Ray tracing with sparse boxes.
Proceedings of the 23rd Spring Conference on Computer Graphics, 2007

Optimized HLOD Refinement Driven by Hardware Occlusion Queries.
Proceedings of the Advances in Visual Computing, Third International Symposium, 2007

Optimized subdivisions for preprocessed visibility.
Proceedings of the Graphics Interface 2007 Conference, May 28-30, 2007, Montreal, Canada, 2007

2006
Adaptive Visibility-Driven View Cell Construction.
Proceedings of the Eurographics Symposium on Rendering Techniques, Nicosia, Cyprus, 2006, 2006

2005
Ray Maps for Global Illumination.
Proceedings of the Eurographics Symposium on Rendering Techniques, Konstanz, Germany, June 29, 2005

Fast Exact From-Region Visibility in Urban Scenes.
Proceedings of the Eurographics Symposium on Rendering Techniques, Konstanz, Germany, June 29, 2005

2004
Coherent Hierarchical Culling: Hardware Occlusion Queries Made Useful.
Comput. Graph. Forum, 2004

Ray maps for global illumination.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2004

2003
Exact regional visibility using line space partitioning.
Comput. Graph., 2003

Exploiting temporal coherence in ray casted walkthroughs.
Proceedings of the 19th Spring Conference on Computer Graphics, 2003

Delivering Interactivity to Complex Tone Mapping Operators.
Proceedings of the 14th Eurographics Workshop on Rendering Techniques, 2003

2002
On Improving Kd Tree for Ray Shooting.
Proceedings of the 10-th International Conference in Central Europe on Computer Graphics, 2002

Efficient construction of visibility maps using approximate occlusion sweep.
Proceedings of the 18th Spring Conference on Computer Graphics, 2002

2001
Exploiting coherence in hierarchical visibility algorithms.
Comput. Animat. Virtual Worlds, 2001

Exploiting Temporal and Spatial Coherence in Hierarchical Visibility Algorithms.
Proceedings of the 17th Spring Conference on Computer Graphics, 2001

Visibility Preprocessing for Urban Scenes using Line Space Subdivision.
Proceedings of the 9th Pacific Conference on Computer Graphics and Applications, 2001

2000
LCTS: Ray Shooting using Longest Common Traversal Sequences.
Comput. Graph. Forum, 2000

1999
Tutorial 9 - Visibility.
Proceedings of the 20th Annual Conference of the European Association for Computer Graphics, 1999

1998
Hierarchical Visibility Culling with Occlusion Trees.
Proceedings of the Computer Graphics International Conference, 1998

1997
Fast Robust BSP Tree Traversal Algorithm for Ray Tracing.
J. Graphics, GPU, & Game Tools, 1997


  Loading...