
“Real-time subsurface scattering with single pass variance-guided adaptive importance sampling”, I3D 2020

“Rendering of Shadow Warrior 2”, Digital Dragons 2017

“Real-time BC6H Compression on GPU”, GDC 2016

“Real-time subsurface scattering with single pass variance-guided adaptive importance sampling”, I3D 2020

“Rendering of Shadow Warrior 2”, Digital Dragons 2017

“Real-time BC6H Compression on GPU”, GDC 2016