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Blog

Publications, etc.

Projects

Demos @ AMD

Prototypes

Grad School

Recent Blog Entries

Odds and Ends

Gore: Rendering Wounds in Left 4 Dead 2

The Rendering Tools And Techniques Of Splinter Cell: Conviction

Ambient Occlusion by the Bucket-Load

Link Mini-Dump 08/17

Publications

Oat, C., Barczak J., and Shopf, J. Spatial Binning on the GPU. Forthcoming book publication.

Nichols, G., Wyman, C., Shopf, J. Fast, Stencil-Based Multiresolution Splatting for Indirect Illumination. Forthcoming book publication.

Nichols, G., Shopf, J., and Wyman, C. Hierarchical Image-Space Radiosity for Interactive Global Illumination. Accepted to the Eurographics Symposium on Rendering. (June 2009)

Shopf, J., Barczak, J., Oat, C., and Tatarchuk, N. 2008. March of the Froblins: Simulation and Rendering Massive Crowds of Intelligent and Detailed Creatures on GPU. In ACM SIGGRAPH 2008 Courses (Los Angeles, California, August 11-15, 2008). SIGGRAPH '08. ACM, New York, NY, 52-101.

Lefohn, A., Houston, M., Luebke, D., Olick, J., Pellacini, F., Pharr, M., and Shopf, J. 2008. Beyond Programmable Shading: In Action (AMD Case Study: March of the Froblins). In ACM SIGGRAPH 2008 Classes (Los Angeles, California, August 11 - 15, 2008). SIGGRAPH '08. ACM, New York, NY, 1-20.

Shopf, J., Barczak, J., Scheuermann, T., and Oat, C. 2008. Deferred Occlusion From Analytic Surfaces. Shader X7.

Tatarchuk, N., Shopf, J., and DeCoro, C. 2008. Scalar to Polygonal: Extracting Isosurfaces Using Geometry Shaders. Shader X7.

Tatarchuk, N., Shopf, J., and DeCoro, C. 2008. Advanced Interactive Medical Visualization on the GPU. Journal of Parallel and Distributed Computing. Volume 68, Issue 10, 1319-1328.

Tatarchuk, N., Shopf, J., and DeCoro, C. 2007. Real-Time Isosurface Extraction Using the GPU Programmable Geometry Pipeline. In ACM SIGGRAPH 2007 Courses (San Diego, California, August 05 - 09, 2007). SIGGRAPH '07. ACM, New York, NY, 122-137.

Shopf, J., and Olano, M. Procedural Haptic Texture, UIST 2006. Montreux, Switzerland.

Roger Webster, R. Haluck, R. Shenk, M. Harris, J. Blumenstock, J. Gerber, C. Billman, A. Benson, Using an Approximation to the Euclidean Skeleton for Faster Collision Detection and Tissue Deformations in Surgical Simulator, MMVR '2005.

Presentations

Game Developers Conference 2009. Mixed Resolution Rendering. Programming Track.
SIGGRAPH Asia 2008. GPU Crowd Simulation. Sketches and Posters Programme.
SIGGRAPH 2007. Real-Time Medical Visualization with FireGL.
Game Developers Conference 2007. Procedural Tools for Next Generation Game Platforms.