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Natalya Tatarchuk
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2020 – today
- 2022
- [c36]Natalya Tatarchuk, Jonathan Dupuy, Thomas Deliot, Daniel Wright, Krzysztof Narkowicz, Patrick Kelly, Aleksander Netzel, Tiago Costa:
Advances in real-time rendering in games: part I. SIGGRAPH Courses 2022: 18:1 - [c35]Natalya Tatarchuk, Andrew Schneider:
Advances in real-time rendering in games: part II. SIGGRAPH Courses 2022: 19:1 - [c34]Natalya Tatarchuk, Francesco Cifariello Ciardi, Lasse Jon Fuglsang Pedersen, John Parsaie, Feng Xie, Hugh Malan:
Advances in real-time rendering in games: part III. SIGGRAPH Courses 2022: 20:1 - [c33]Patrick Cozzi, Marc Petit, Neal Stephenson, Rev Lebaredian, Natalya Tatarchuk:
Building the open metaverse: part I. SIGGRAPH Courses 2022: 21:1 - 2020
- [e2]Dan Casas, Eric Haines, Sheldon Andrews, Natalya Tatarchuk, Zdravko Velinov:
I3D '20: Symposium on Interactive 3D Graphics and Games, San Francisco, CA, USA, September 15-17, 2020. ACM 2020, ISBN 978-1-4503-7589-4 [contents]
2010 – 2019
- 2019
- [c32]Natalya Tatarchuk:
Advances in real-time rendering in games, part 1. SIGGRAPH Courses 2019 - [c31]Natalya Tatarchuk:
Advances in real-time rendering in games, part 2. SIGGRAPH Courses 2019 - [c30]Natalya Tatarchuk, Aaron E. Lefohn:
Open problems in real-time rendering. SIGGRAPH Courses 2019 - [e1]Stephen N. Spencer, Sheldon Andrews, Natalya Tatarchuk:
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, I3D 2019, Montreal, QC, Canada, May 21-23, 2019. ACM 2019, ISBN 978-1-4503-6310-5 [contents] - 2018
- [c29]Pol Jeremias-Vila, Kim Libreri, Guido Quaroni, Natalya Tatarchuk, Damien Fagnou:
The present and future of real-time graphics in film. SIGGRAPH Panels 2018: 5:1-5:2 - 2017
- [c28]Natalya Tatarchuk:
Advances in real-time rendering, part I. SIGGRAPH Courses 2017 - [c27]Natalya Tatarchuk:
Advances in real-time rendering, part II. SIGGRAPH Courses 2017 - [c26]Natalya Tatarchuk, Aaron E. Lefohn:
Open problems in real-time rendering. SIGGRAPH Courses 2017 - 2016
- [c25]Natalya Tatarchuk:
Advances in real-time rendering, part I. SIGGRAPH Courses 2016: 2:1 - [c24]Natalya Tatarchuk:
Advances in real-time rendering, part II. SIGGRAPH Courses 2016: 3:1 - [c23]Natalya Tatarchuk:
Open problems in real-time rendering. SIGGRAPH Courses 2016: 20:1 - 2015
- [j2]Yong He, Theresa Foley, Natalya Tatarchuk, Kayvon Fatahalian:
A system for rapid, automatic shader level-of-detail. ACM Trans. Graph. 34(6): 187:1-187:12 (2015) - [c22]Natalya Tatarchuk:
Advances in real time rendering, part I. SIGGRAPH Courses 2015: 1:1 - [c21]Natalya Tatarchuk:
Advances in real time rendering, part II. SIGGRAPH Courses 2015: 2:1 - [c20]Natalya Tatarchuk, Aaron E. Lefohn:
Frontiers in real time rendering. SIGGRAPH Courses 2015: 13:1 - 2014
- [c19]Natasha Tatarchuk, Brian Karis, Michal Drobot, Nicolas Schulz, Jerome Charles, Theodor Mader:
Advances in real-time rendering in games, part I. SIGGRAPH Courses 2014: 10:1 - [c18]Natasha Tatarchuk, Michal Valient, Wade Brainerd, Bartlomiej Wronski, Peter Sikachev, Jean-Normand Bucci:
Advances in real-time rendering in games, part II. SIGGRAPH Courses 2014: 11:1 - [c17]Natasha Tatarchuk:
Character creation pipeline and rendering in destiny. SIGGRAPH Courses 2014: 15:1 - 2013
- [c16]Natasha Tatarchuk:
Advances in real-time rendering in games part I. SIGGRAPH Courses 2013: 12:1 - [c15]Natasha Tatarchuk:
Advances in real-time rendering in games part II. SIGGRAPH Courses 2013: 15:1 - 2011
- [c14]Natasha Tatarchuk:
Halo: Reach. SIGGRAPH Computer Animation Festival 2011: 36
2000 – 2009
- 2009
- [c13]Natalya Tatarchuk:
Advances in real-time rendering in 3D graphics and games I. SIGGRAPH Courses 2009: 4:1 - [c12]Natalya Tatarchuk:
Advances in real-time rendering in 3D graphics and games II. SIGGRAPH Courses 2009: 5:1 - 2008
- [j1]Natalya Tatarchuk, Jeremy Shopf, Christopher DeCoro:
Advanced interactive medical visualization on the GPU. J. Parallel Distributed Comput. 68(10): 1319-1328 (2008) - [c11]Jeremy Shopf, Joshua Barczak, Christopher Oat, Natalya Tatarchuk:
March of the Froblins: simulation and rendering massive crowds of intelligent and detailed creatures on GPU. SIGGRAPH Games 2008: 52-101 - 2007
- [c10]Diego F. Nehab, Pedro V. Sander, Jason Lawrence, Natalya Tatarchuk, John Isidoro:
Accelerating real-time shading with reverse reprojection caching. Graphics Hardware 2007: 25-35 - [c9]Christopher DeCoro, Natalya Tatarchuk:
Real-time mesh simplification using the GPU. SI3D 2007: 161-166 - [c8]Natalya Tatarchuk, Jeremy Shopf, Christopher DeCoro:
Real-Time Isosurface Extraction Using the GPU Programmable Geometry Pipeline. SIGGRAPH Courses 2007: 122-137 - [c7]Natalya Tatarchuk:
ToyShop. SIGGRAPH Computer Animation Festival 2007: 137 - 2006
- [c6]Natalya Tatarchuk, John Isidoro:
Artist-Directable Real-Time Rain Rendering in City Environments. NPH 2006: 61-73 - [c5]Natalya Tatarchuk:
Dynamic parallax occlusion mapping with approximate soft shadows. SI3D 2006: 63-69 - [c4]Natalya Tatarchuk:
Artist-directable real-time rain rendering in city environments. SIGGRAPH Courses 2006: 23-64 - [c3]Natalya Tatarchuk:
Practical parallax occlusion mapping with approximate soft shadows for detailed surface rendering. SIGGRAPH Courses 2006: 81-112 - 2005
- [c2]Natalya Tatarchuk:
Practical dynamic parallax occlusion mapping. SIGGRAPH Sketches 2005: 106 - 2004
- [c1]Natalya Tatarchuk:
RenderMonkey: an effective environment for shader prototyping and development. SIGGRAPH Sketches 2004: 91
Coauthor Index
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