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Simon Green
Simon Green
NVIDIA, Oculus, Facebook, Meta Reality Labs
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Title
Cited by
Cited by
Year
GPU computing
JD Owens, M Houston, D Luebke, S Green, JE Stone, JC Phillips
Proceedings of the IEEE 96 (5), 879-899, 2008
28502008
The Replica dataset: A digital replica of indoor spaces
J Straub, T Whelan, L Ma, Y Chen, E Wijmans, S Green, JJ Engel, ...
arXiv preprint arXiv:1906.05797, 2019
4882019
Interactive indirect illumination using voxel cone tracing
C Crassin, F Neyret, M Sainz, S Green, E Eisemann
Computer Graphics Forum 30 (7), 1921-1930, 2011
3252011
Particle simulation using cuda
S Green
NVIDIA whitepaper 6, 121-128, 2010
2292010
Neural 3d video synthesis from multi-view video
T Li, M Slavcheva, M Zollhoefer, S Green, C Lassner, C Kim, T Schmidt, ...
Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern …, 2022
2102022
Screen space fluid rendering with curvature flow
WJ van der Laan, S Green, M Sainz
Proceedings of the 2009 symposium on Interactive 3D graphics and games, 91-98, 2009
1902009
Ambient occlusion
M Pharr, S Green
GPU Gems 1, 279-292, 2004
1152004
Cuda particles
S Green
NVIDIA whitepaper 2 (3.2), 1, 2008
1032008
Octree-based sparse voxelization using the GPU hardware rasterizer
C Crassin, S Green
OpenGL Insights, 303-318, 2012
1012012
Interactive fluid-particle simulation using translating Eulerian grids
JM Cohen, S Tariq, S Green
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics …, 2010
762010
Real-time approximations to subsurface scattering
S Green
GPU Gems 1, 263-278, 2004
682004
The OpenGL framebuffer object extension
S Green
Game developers conference 2005, 2005
622005
Reconstructing scenes with mirror and glass surfaces.
T Whelan, M Goesele, SJ Lovegrove, J Straub, S Green, R Szeliski, ...
ACM Trans. Graph. 37 (4), 102:1-102:11, 2018
512018
Implementing improved perlin noise
S Green
GPU Gems 2, 409-416, 2005
442005
Interactive indirect illumination using voxel cone tracing: A preview
C Crassin, F Neyret, M Sainz, S Green, E Eisemann
Symposium on Interactive 3D Graphics and Games, 207-207, 2011
322011
Shader Model 3.0: Using Vertex Textures
P Gerasimov, R Fernando, S Green
White Paper, 2004
292004
Interactive indirect illumination using voxel-based cone tracing: an insight
C Crassin, F Neyret, M Sainz, S Green, E Eisemann
ACM SIGGRAPH 2011 Talks, 1-1, 2011
282011
Stupid opengl shader tricks
S Green
Game Development Conference 2003, 2003
272003
Image processing tricks in OpenGL
S Green
Presentation at GDC 2005, 2, 2005
252005
Volumetric particle shadows
S Green
NVIDIA Developer Zone, 2008
202008
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