Martin Knuth

According to our database1, Martin Knuth authored at least 13 papers between 2005 and 2019.

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

Timeline

Legend:

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In proceedings 
Article 
PhD thesis 
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Links

On csauthors.net:

Bibliography

2019
End-to-end Color 3D Reproduction of Cultural Heritage Artifacts: Roseninsel Replicas.
Proceedings of the GCH 2019 - Eurographics Workshop on Graphics and Cultural Heritage, 2019

2018
CultArc3D_mini: Fully Automatic Zero-Button 3D Replicator.
Proceedings of the GCH 2018, 2018

2017
Realistic Visualization of Accessories within Interactive Simulation Systems for Garment Prototyping.
PhD thesis, 2017

Deferred Warping.
IEEE Computer Graphics and Applications, 2017

Acceleration of 3D Mass Digitization Processes: Recent Advances and Challenges.
Proceedings of the Mixed Reality and Gamification for Cultural Heritage, 2017

2016
c-Space: Time-evolving 3D Models (4D) from Heterogeneous Distributed Video Sources.
Proceedings of the GCH 2016 - Eurographics Workshop on Graphics and Cultural Heritage, 2016

Image-Based Post-processing for Realistic Real-Time Rendering of Scenes in the Presence of Fluid Simulations and Image-Based Lighting.
Proceedings of the Advances in Visual Computing - 12th International Symposium, 2016

2014
Efficient Self-Shadowing Using Image-Based Lighting on Glossy Surfaces.
Proceedings of the 19th International Workshop on Vision, Modeling, and Visualization, 2014

2013
Multilevel Cloth Simulation using GPU Surface Sampling.
Proceedings of the VRIPHYS 13: 10th Workshop on Virtual Reality Interactions and Physical Simulations, 2013

Screen-Space Ambient Occlusion Using A-Buffer Techniques.
Proceedings of the 2013 International Conference on Computer-Aided Design and Computer Graphics, 2013

2010
A Geometry-Shader-Based Adaptive Mesh Refinement Scheme Using Semiuniform Quad/ Triangle Patches and Warping.
Proceedings of the Seventh Workshop on Virtual Reality Interactions and Physical Simulations, 2010

Embedding Hierachical Deformation within a Realtime Scene Graph - A Simple Approach for Embedding GPU-based Realtime Deformations using Trilinear Transformations Embedded in a Scene Graph.
Proceedings of the GRAPP 2010, 2010

2005
Self-Shadowing of Dynamic Scenes with Environment Maps using the GPU.
Proceedings of the 13-th International Conference in Central Europe on Computer Graphics, 2005


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