7 citations · 19 across the 3 of their papers we have counts for
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cs.GR2022★ 7 cited
Bringing Linearly Transformed Cosines to Anisotropic GGX
Aakash KT, Eric Heitz, Jonathan Dupuy +1
Linearly Transformed Cosines (LTCs) are a family of distributions that are used for real-time area-light shading thanks to their analytic integration properties. Modern game engine…
cs.GR2021★ 6 cited
Lessons Learned and Improvements when Building Screen-Space Samplers with Blue-Noise Error Distribution
Laurent Belcour, Eric Heitz
Recent work has shown that the error of Monte-Carlo rendering is visually more acceptable when distributed as blue-noise in screen-space. Despite recent efforts, building a screen-…
cs.GR2021★ 6 cited
Passing Multi-Channel Material Textures to a 3-Channel Loss
Thomas Chambon, Eric Heitz, Laurent Belcour
Our objective is to compute a textural loss that can be used to train texture generators with multiple material channels typically used for physically based rendering such as albed…