Marco Salvi

Orcid: 0009-0003-1366-2396

According to our database1, Marco Salvi authored at least 25 papers between 2010 and 2024.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Dataset
Other 

Links

On csauthors.net:

Bibliography

2024
Filtering After Shading With Stochastic Texture Filtering.
Proc. ACM Comput. Graph. Interact. Tech., May, 2024

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

Stochastic Texture Filtering.
CoRR, 2023

2020
A Survey of Temporal Antialiasing Techniques.
Comput. Graph. Forum, 2020

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

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

2018
Machine learning and rendering.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 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
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

Watertight ray traversal with reduced precision.
Proceedings of High Performance Graphics, 2016

2015
Layered Light Field Reconstruction for Defocus Blur.
ACM Trans. Graph., 2015

2014
Multi-layer alpha blending.
Proceedings of the Symposium on Interactive 3D Graphics and Games, 2014

Post-Tessellation Geometry Caches.
Proceedings of the 35th Annual Conference of the European Association for Computer Graphics, 2014

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

Layered Reflective Shadow Maps for Voxel-based Indirect Illumination.
Proceedings of the High-Performance Graphics 2014, Lyon, France, 2014. Proceedings, 2014

Streaming G-Buffer Compression for Multi-Sample Anti-Aliasing.
Proceedings of the High-Performance Graphics 2014, Lyon, France, 2014. Proceedings, 2014

2012
Surface based anti-aliasing.
Proceedings of the Symposium on Interactive 3D Graphics and Games, 2012

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

Design and Novel Uses of Higher-Dimensional Rasterization.
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


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