Markus Billeter

Showing 19 publications

2018

Large-Scale Pixel-Precise Deferred Vector Maps

Matthias Thöny, Markus Billeter, Renato Pajarola
Computer Graphics Forum. Vol. 37 (1), p. 338-349
Journal article
2017

A LED-Based IR/RGB End-to-End Latency Measurement Device

Markus Billeter, Gerhard Röthlin, Jan Wezel et al
Adjunct Proceedings of IEEE International Symposium on Mixed and Augmented Reality 2016, p. 184-188
Paper in proceeding
2017

Makeup Lamps: Live Augmentation of Human Faces via Projection

A. H. Bermano, Markus Billeter, Daisuke Iwai et al
Computer Graphics Forum. Vol. 36 (2), p. 311-323
Journal article
2016

Deferred vector map visualization

Matthias Thöny, Markus Billeter, Renato Pajarola
Proceeding SA '16 SIGGRAPH ASIA 2016 Symposium on Visualization
Paper in proceeding
2016

Exploiting coherence in time-varying voxel data

Viktor Kämpe, Sverker Rasmuson, Markus Billeter et al
Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, p. 15-21
Paper in proceeding
2015

More Efficient Virtual Shadow Maps for Many Lights

Ola Olsson, Markus Billeter, Erik Sintorn et al
IEEE Transactions on Visualization and Computer Graphics. Vol. 21 (6), p. 701-713
Journal article
2014

Implementing efficient virtual shadow maps for many lights

Ola Olsson, Erik Sintorn, Viktor Kämpe et al
ACM SIGGRAPH 2014 Talks, SIGGRAPH 2014, p. Article number 50-
Paper in proceeding
2014

Efficient Real-Time Shading with Many Lights

Ola Olsson, Markus Billeter, Emil Persson
ACM SIGGRAPH Asia 2014 Courses
Paper in proceeding
2014

Real-Time GPU Techniques for Advanced Lighting Phenomena

Markus Billeter
Doctoral thesis
2014

Efficient Virtual Shadow Maps for Many Lights

Ola Olsson, Erik Sintorn, Viktor Kämpe et al
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D 2014)
Paper in proceeding
2013

Tiled Forward Shading

Markus Billeter, Ola Olsson, Ulf Assarsson
GPU Pro 4: Advanced Rendering Techniques, p. 99-114
Book chapter
2012

Clustered Deferred and Forward Shading

Ola Olsson, Markus Billeter, Ulf Assarsson
HPG '12: Proceedings of the Conference on High Performance Graphics 2012, p. 87-96
Paper in proceeding
2012

Tiled and clustered forward shading: supporting transparency and MSAA

Ola Olsson, Markus Billeter, Ulf Assarsson
SIGGRAPH '12: SPECIAL INTEREST GROUP ON COMPUTER GRAPHICS AND INTERACTIVE TECHNIQUES CONFERENCE, p. 37:1-
Paper in proceeding
2012

Real-Time Multiple Scattering using Light Propagation Volumes

Markus Billeter, Erik Sintorn, Ulf Assarsson
Proceedings - I3D 2012: ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games. 2012 16th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, I3D 2012, Costa Mesa, CA, 9-11 March 2012, p. 119-126
Paper in proceeding
2011

Two-Level Grids for Ray Tracing on GPUs

Javor Kalojanov, Markus Billeter, Philipp Slusallek
Computer Graphics Forum. Vol. 30 (2), p. 307-314
Journal article
2010

Real Time Volumetric Shadows using Polygonal Light Volumes

Markus Billeter, Erik Sintorn, Ulf Assarsson
Proceedings of the Conference on High Performance Graphics, 2010, p. 39-45
Paper in proceeding
2009

Efficient stream compaction on wide SIMD many-core architectures

Markus Billeter, Ola Olsson, Ulf Assarsson
Proceedings of the Conference on High Performance Graphics. Vol. 2009, p. 159-166
Paper in proceeding

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