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Martin Knuth
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2010 – 2019
- 2019
- [c10]Matevz Domajnko, Tejas Madan Tanksale, Reimar Tausch, Martin Ritz, Martin Knuth, Pedro Santos, Dieter W. Fellner:
End-to-end Color 3D Reproduction of Cultural Heritage Artifacts: Roseninsel Replicas. GCH 2019: 83-87 - 2018
- [c9]Martin Ritz, Martin Knuth, Pedro Santos, Dieter W. Fellner:
CultArc3D_mini: Fully Automatic Zero-Button 3D Replicator. GCH 2018: 1-10 - 2017
- [b1]Martin Knuth:
Realistic Visualization of Accessories within Interactive Simulation Systems for Garment Prototyping. Darmstadt University of Technology, Germany, 2017 - [j1]Martin Knuth, Jan Bender, Michael Goesele, Arjan Kuijper:
Deferred Warping. IEEE Computer Graphics and Applications 37(6): 76-87 (2017) - [p1]Pedro Santos, Martin Ritz, Constanze Fuhrmann, Rafael Monroy, Hendrik Schmedt, Reimar Tausch, Matevz Domajnko, Martin Knuth, Dieter W. Fellner:
Acceleration of 3D Mass Digitization Processes: Recent Advances and Challenges. Mixed Reality and Gamification for Cultural Heritage 2017: 99-128 - 2016
- [c8]Julian Puhl, Martin Knuth, Arjan Kuijper:
Image-Based Post-processing for Realistic Real-Time Rendering of Scenes in the Presence of Fluid Simulations and Image-Based Lighting. ISVC (1) 2016: 414-425 - [c7]Martin Ritz, Martin Knuth, Matevz Domajnko, Oliver Posniak, Pedro Santos, Dieter W. Fellner:
c-Space: Time-evolving 3D Models (4D) from Heterogeneous Distributed Video Sources. GCH 2016: 11-18 - 2014
- [c6]Martin Knuth, Christian Altenhofen, Arjan Kuijper, Jan Bender:
Efficient Self-Shadowing Using Image-Based Lighting on Glossy Surfaces. VMV 2014: 159-166 - 2013
- [c5]Fabian Bauer, Martin Knuth, Arjan Kuijper, Jan Bender:
Screen-Space Ambient Occlusion Using A-Buffer Techniques. CAD/Graphics 2013: 140-147 - [c4]Nikolas Schmitt, Martin Knuth, Jan Bender, Arjan Kuijper:
Multilevel Cloth Simulation using GPU Surface Sampling. VRIPHYS 2013: 1-10 - 2010
- [c3]Martin Knuth, Jörn Kohlhammer, Arjan Kuijper:
Embedding Hierachical Deformation within a Realtime Scene Graph - A Simple Approach for Embedding GPU-based Realtime Deformations using Trilinear Transformations Embedded in a Scene Graph. GRAPP 2010: 246-253 - [c2]Martin Knuth, Jörn Kohlhammer, Arjan Kuijper:
A Geometry-Shader-Based Adaptive Mesh Refinement Scheme Using Semiuniform Quad/ Triangle Patches and Warping. VRIPHYS 2010: 21-29
2000 – 2009
- 2005
- [c1]Martin Knuth, Arnulph Fuhrmann:
Self-Shadowing of Dynamic Scenes with Environment Maps using the GPU. WSCG (Full Papers) 2005: 31-46
Coauthor Index
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