Josef B. Spjut

Orcid: 0000-0001-5483-7867

Affiliations:
  • NVIDIA Corp., Santa Clara, CA, USA (since 2015)
  • Harvey Mudd College, Claremont, CA, USA (2012-2015)
  • University of Utah, School of Computing, Salt Lake City, UT, USA (2008-2012)


According to our database1, Josef B. Spjut authored at least 53 papers between 2008 and 2024.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Other 

Links

Online presence:

On csauthors.net:

Bibliography

2024
SpecTrack: Learned Multi-Rotation Tracking via Speckle Imaging.
CoRR, 2024

Coherent 3D Portrait Video Reconstruction via Triplane Fusion.
CoRR, 2024

Is Less More? Rendering for Esports.
IEEE Computer Graphics and Applications, 2024

Experimenting with Artificial Intelligence: Programming Pathfinding Algorithms in C++ with Unreal Engine 5.
Proceedings of the ACM SIGGRAPH 2024 Labs, 2024

Studying Esports Competition: Piloting Methodology for User Studies During Tournaments.
Proceedings of the ACM SIGGRAPH 2024 Talks, 2024

On Smoothly Varying Frame Timing in First-Person Gaming.
Proceedings of the ACM SIGGRAPH 2024 Talks, 2024

The Effects of Network Latency on the Peeker's Advantage in First-person Shooter Games.
Proceedings of the 19th International Conference on the Foundations of Digital Games, 2024

Variable Frame Timing Affects Perception of Smoothness in First-Person Gaming.
Proceedings of the IEEE Conference on Games, 2024

2023
Mouse Sensitivity in First-Person Targeting Tasks.
IEEE Trans. Games, December, 2023

The Influence of Variable Frame Timing on First-Person Gaming.
CoRR, 2023

Toward Understanding Display Size for FPS Esports Aiming.
CoRR, 2023

2022
Esports meets human-computer interaction.
Interactions, 2022

Esports and expertise: what competitive gaming can teach us about mastery.
Interactions, 2022

The Esports Frontier: Rendering for Competitive Games.
CoRR, 2022

Mouse Sensitivity Effects in First-Person Targeting Tasks.
CoRR, 2022

Experimental Augmented Reality User Experience.
CoRR, 2022

FirstPersonScience: Quantifying Psychophysics for First Person Shooter Tasks.
CoRR, 2022

Display Size and Targeting Performance: Small Hurts, Large May Help.
Proceedings of the SIGGRAPH Asia 2022 Conference Papers, 2022

2021
A Case Study of First Person Aiming at Low Latency for Esports.
CoRR, 2021

Noise-Aware Saliency Prediction for Videos with Incomplete Gaze Data.
CoRR, 2021

Gaming at Warp Speed: Improving Aiming with Late Warp.
Proceedings of the SIGGRAPH 2021: Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2021

Esports and High Performance HCI.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

Noise-Aware Video Saliency Prediction.
Proceedings of the 32nd British Machine Vision Conference 2021, 2021

2020
Toward Standardized Classification of Foveated Displays.
IEEE Trans. Vis. Comput. Graph., 2020

Post-Render Warp with Late Input Sampling Improves Aiming Under High Latency Conditions.
Proc. ACM Comput. Graph. Interact. Tech., 2020

Scaling Probe-Based Real-Time Dynamic Global Illumination for Production.
CoRR, 2020

2019
Foveated AR: dynamically-foveated augmented reality display.
ACM Trans. Graph., 2019

Fluidic Elastomer Actuators for Haptic Interactions in Virtual Reality.
IEEE Robotics Autom. Lett., 2019

Latency of 30 ms Benefits First Person Targeting Tasks More Than Refresh Rate Above 60 Hz.
Proceedings of the SIGGRAPH Asia 2019 Technical Briefs, 2019

Foveated displays: toward classification of the emerging field.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2019

Matching prescription & visual acuity: towards AR for humans.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2019

UIBK: user interactions for building knowledge.
Proceedings of the 24th International Conference on Intelligent User Interfaces: Companion, 2019

Temporally Dense Ray Tracing.
Proceedings of the High-Performance Graphics 2019, 2019

SIDOD: A Synthetic Image Dataset for 3D Object Pose Recognition With Distractors.
Proceedings of the IEEE Conference on Computer Vision and Pattern Recognition Workshops, 2019

2018
Steerable application-adaptive near eye displays.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2018

A variable shape and variable stiffness controller for haptic virtual interactions.
Proceedings of the IEEE International Conference on Soft Robotics, 2018

SimTRaX: Simulation Infrastructure for Exploring Thousands of Cores.
Proceedings of the 2018 on Great Lakes Symposium on VLSI, 2018

Adaptive temporal antialiasing.
Proceedings of the Conference on High-Performance Graphics, 2018

2017
OrbTouch: Recognizing Human Touch in Deformable Interfaces with Deep Neural Networks.
CoRR, 2017

Stretchable transducers for kinesthetic interactions in virtual reality.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2017

Varifocal virtuality: a novel optical layout for near-eye display.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2017

2015
Efficient Ray Tracing Architectures.
PhD thesis, 2015

An Approach to Data Prefetching Using 2-Dimensional Selection Criteria.
CoRR, 2015

Memory Considerations for Low Energy Ray Tracing.
Comput. Graph. Forum, 2015

Build your own game controller.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2015

2014
Sphynx: A Shared Instruction Cache Exporatory Study.
CoRR, 2014

2013
An Energy and Bandwidth Efficient Ray Tracing Architecture.
Proceedings of the High-Performance Graphics 2013, 2013

2012
Fast, effective BVH updates for animated scenes.
Proceedings of the Symposium on Interactive 3D Graphics and Games, 2012

2010
Efficient MIMD architectures for high-performance ray tracing.
Proceedings of the 28th International Conference on Computer Design, 2010

SWEL: hardware cache coherence protocols to map shared data onto shared caches.
Proceedings of the 19th International Conference on Parallel Architectures and Compilation Techniques, 2010

2009
TRaX: A Multicore Hardware Architecture for Real-Time Ray Tracing.
IEEE Trans. Comput. Aided Des. Integr. Circuits Syst., 2009

Hardware-accelerated gradient noise for graphics.
Proceedings of the 19th ACM Great Lakes Symposium on VLSI 2009, 2009

2008
TRaX: A Multi-Threaded Architecture for Real-Time Ray Tracing.
Proceedings of the IEEE Symposium on Application Specific Processors, 2008


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