| 2013 | ||
|---|---|---|
| j2 | Karsten Schwenk, Johannes Behr, Dieter W. Fellner: Filtering noise in progressive stochastic ray tracing - Four optimizations to improve speed and robustness. The Visual Computer 29(5): 359-368 (2013) | |
| 2012 | ||
| j1 | Karsten Schwenk, Arjan Kuijper, Johannes Behr, Dieter W. Fellner: Practical Noise Reduction for Progressive Stochastic Ray Tracing with Perceptual Control. IEEE Computer Graphics and Applications 32(6): 46-55 (2012) | |
| c8 | Karsten Schwenk, Gerrit Voss, Johannes Behr: A System Architecture for Flexible Rendering Back-ends in Distributed Virtual Reality Applications. CW 2012: 7-14 | |
| c7 | Karsten Schwenk: Precomputed Radiance Transfer as a Variance Reduction Technique - A Small Case Study. CW 2012: 268-272 | |
| c6 | Karsten Schwenk, Timm Drevensek: Radiance filtering for interactive path tracing. SIGGRAPH Posters 2012: 109 | |
| c5 | Karsten Schwenk, Yvonne Jung, Gerrit Voß, Timo Sturm, Johannes Behr: CommonSurfaceShader revisited: improvements and experiences. Web3D 2012: 93-96 | |
| 2011 | ||
| c4 | Karsten Schwenk, Johannes Behr, Dieter W. Fellner: CommonVolumeShader: simple and portable specification of volumetric light transport in X3D. Web3D 2011: 39-43 | |
| c3 | Karsten Schwenk: Real-Time Rendering of Dynamic Area and Volume Lights Using Hierarchical Irradiance Volumes. VS-GAMES 2011: 136-139 | |
| 2010 | ||
| c2 | Karsten Schwenk, Arjan Kuijper, Ulrich Bockholt: Modeling Wavelength-dependent BRDFs as Factored Tensors for Real-time Spectral Rendering. GRAPP 2010: 165-172 | |
| c1 | Karsten Schwenk, Yvonne Jung, Johannes Behr, Dieter W. Fellner: A modern declarative surface shader for X3D. Web3D 2010: 7-16 | |
| 1 | Johannes Behr | |
| 2 | Ulrich Bockholt (Uli Bockholt) | |
| 3 | Timm Drevensek | |
| 4 | Dieter W. Fellner | |
| 5 | Yvonne Jung (Yvonne A. Jung) | |
| 6 | Arjan Kuijper | |
| 7 | Timo Sturm | |
| 8 | Gerrit Voss (Gerrit Voß) |
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