Publications

(2019). A deep dive into Universal Scene Description and Hydra. SIGGRAPH ‘19.

PDF DOI

(2018). The present and future of real-time graphics in film. SIGGRAPH ‘18.

PDF Video DOI

(2018). Advances in Real-Time Graphics at Pixar. GTC ‘18.

(2018). How Real-Time Graphics Helps Pixar Make Feature Films. Game Developers Conference 2018.

Source Document

(2017). The Power of Real-Time Graphics. Visualization Matters ‘17.

(2017). How Real-Time Graphics Helps Pixar Make Feature Films. SIGGRAPH Asia ‘17.

(2017). Advances in Real-Time Graphics at Pixar. GTC ‘17.

(2016). Painting with Code. FMX ‘16.

Video

(2016). Real-Time Graphics for Film Production at Pixar. GTC ‘16.

Video

(2016). Discovering the New Frontier of Shadertoy. GTC ‘16.

Video

(2015). Shadertoy competition. SIGGRAPH ‘15.

PDF DOI

(2015). Painting with code. SIGGRAPH Asia ‘17.

PDF DOI

(2015). Shadertoy: From the Web to Virtual Reality. GTC ‘15.

PDF Video

(2015). Discovering the New Frontier of Shadertoy. GTC ‘16.

PDF Video

(2014). Shadertoy: Learn to Create Everything in a Fragment Shader. SIGGRAPH Asia ‘14.

PDF DOI

(2014). Shadertoy: Do You Know What a Fragment Shader Can Do?. GTC ‘14.

Video

(2013). Shadertoy: live coding for reactive shaders. SIGGRAPH ‘13.

PDF Video DOI

(2012). Beauty: Real-Time Visuals. SIGGRAPH ‘12.

PDF Video

(2006). Solving Local Reflections: A Direct Methodology. Eurographics ‘06.

PDF DOI