{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2022,11,18]],"date-time":"2022-11-18T15:51:10Z","timestamp":1668786670218},"reference-count":56,"publisher":"Institute of Electrical and Electronics Engineers (IEEE)","issue":"10","license":[{"start":{"date-parts":[[2016,10,1]],"date-time":"2016-10-01T00:00:00Z","timestamp":1475280000000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/ieeexplore.ieee.org\/Xplorehelp\/downloads\/license-information\/IEEE.html"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":["IEEE Trans. Visual. Comput. Graphics"],"published-print":{"date-parts":[[2016,10,1]]},"DOI":"10.1109\/tvcg.2016.2586073","type":"journal-article","created":{"date-parts":[[2016,6,29]],"date-time":"2016-06-29T22:22:46Z","timestamp":1467238966000},"page":"2215-2228","source":"Crossref","is-referenced-by-count":1,"title":["Aggregate G-Buffer Anti-Aliasing -Extended Version-"],"prefix":"10.1109","volume":"22","author":[{"given":"Cyril","family":"Crassin","sequence":"first","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Morgan","family":"McGuire","sequence":"additional","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Kayvon","family":"Fatahalian","sequence":"additional","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Aaron","family":"Lefohn","sequence":"additional","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"263","reference":[{"key":"ref39","first-page":"195","article-title":"Microfacet models for refraction through rough surfaces","author":"walter","year":"2007","journal-title":"Proc 18th Eurograph Conf Rendering Techn"},{"key":"ref38","article-title":"Lean and clean specular highlights","author":"baker","year":"2011","journal-title":"Proc Game Developer Conf"},{"key":"ref33","first-page":"133","article-title":"An irradiance atlas for global illumination in complex production scenes","author":"christensen","year":"2004","journal-title":"Proc of the 15th Eurographics conf on Rendering Techn"},{"key":"ref32","first-page":"93","article-title":"Rendering forest scenes in real-time","author":"decaudin","year":"2004","journal-title":"Proc of the 15th Eurographics conf on Rendering Techn"},{"key":"ref31","doi-asserted-by":"publisher","DOI":"10.1145\/2508363.2508422"},{"key":"ref30","doi-asserted-by":"publisher","DOI":"10.1109\/TVCG.2011.81"},{"key":"ref37","doi-asserted-by":"publisher","DOI":"10.1145\/2766988"},{"key":"ref36","first-page":"125","article-title":"Representing Appearance and Pre-filtering Subpixel Data in Sparse Voxel Octrees","author":"heitz","year":"2012","journal-title":"Proc 4th ACM SIGGRAPH\/Eurograph Conf High Perform Graph"},{"key":"ref35","doi-asserted-by":"publisher","DOI":"10.1111\/j.1467-8659.2011.02063.x"},{"key":"ref34","doi-asserted-by":"publisher","DOI":"10.1145\/1507149.1507152"},{"key":"ref28","doi-asserted-by":"publisher","DOI":"10.1145\/1275808.1276412"},{"key":"ref27","doi-asserted-by":"publisher","DOI":"10.1080\/2151237X.2005.10129203"},{"key":"ref29","doi-asserted-by":"publisher","DOI":"10.1145\/1730804.1730834"},{"key":"ref2","doi-asserted-by":"publisher","DOI":"10.1145\/1944745.1944748"},{"key":"ref1","first-page":"12:1","article-title":"Destiny: From mythic science fiction to rendering in real-time","author":"tatarchuk","year":"2013","journal-title":"Proc ACM SIGGRAPH Advanced Real-Time Rendering in 3D Graphics and Games Course"},{"key":"ref20","doi-asserted-by":"publisher","DOI":"10.1007\/s00371-006-0062-y"},{"key":"ref22","doi-asserted-by":"publisher","DOI":"10.1145\/882262.882326"},{"key":"ref21","doi-asserted-by":"publisher","DOI":"10.1145\/1275808.1276476"},{"key":"ref24","article-title":"Filtering normal maps and creating multiple surfaces","author":"fournier","year":"1992"},{"key":"ref23","doi-asserted-by":"publisher","DOI":"10.1080\/2151237X.2006.10129213"},{"key":"ref26","article-title":"Normal distribution mapping","author":"olano","year":"1997"},{"key":"ref25","first-page":"45","article-title":"Normal distribution functions and multiple surfaces","author":"fournier","year":"1992","journal-title":"Proc Workshop Local IIumination Graph Interface"},{"key":"ref50","article-title":"How inFAMOUS: Second son used the PS4","author":"filion","year":"2014","journal-title":"Dual Shockers online article"},{"key":"ref51","article-title":"The-technology-behind-the-elemental-demo","author":"mittring","year":"2012","journal-title":"Proc ACM SIGGRAPH Advanced Real-Time Rendering in 3D Graphics and Games Course"},{"key":"ref56","article-title":"Deferred rendering in Killzone 2","author":"valient","year":"2007","journal-title":"Proc Game Developers Conf"},{"key":"ref55","article-title":"Chapter 5: Starcraft II effects and techniques","author":"filion","year":"2008","journal-title":"Proc ACM SIGGRAPH Advanced Real-Time Rendering in 3D Graphics and Games Course"},{"key":"ref54","article-title":"Secrets of CryENGINE 3 graphics technology","author":"kasyan","year":"2011","journal-title":"Proc ACM SIGGRAPH Advanced Real-Time Rendering in 3D Graphics and Games Course"},{"key":"ref53","article-title":"SPU-based deferred shading for Battlefield 3 on Playstation 3","author":"coffin","year":"2011","journal-title":"Proc Game Develop Conf"},{"key":"ref52","article-title":"Shiny PC graphics in Battlefield 3","author":"andersson","year":"2011"},{"key":"ref10","doi-asserted-by":"publisher","DOI":"10.1145\/1966394.1966396"},{"key":"ref11","doi-asserted-by":"publisher","DOI":"10.1145\/2159616.2159637"},{"key":"ref40","article-title":"Real shading in unreal engine 4","author":"karis","year":"2013","journal-title":"Proc Physically Based Shading Theory Practice"},{"key":"ref12","first-page":"1","article-title":"Adaptive supersampling for deferred anti-aliasing","volume":"2","author":"hollander","year":"2013","journal-title":"J Comput Graph Tech"},{"key":"ref13","doi-asserted-by":"publisher","DOI":"10.1145\/1572769.1572787"},{"key":"ref14","first-page":"77","article-title":"Reducing aliasing artifacts through resampling","author":"reshetov","year":"2012","journal-title":"Proc High-Performance Graphics"},{"key":"ref15","doi-asserted-by":"publisher","DOI":"10.1145\/1730804.1730819"},{"key":"ref16","doi-asserted-by":"publisher","DOI":"10.1145\/2159616.2159643"},{"key":"ref17","first-page":"1","article-title":"Streaming G-buffer compression for multi-sample anti-aliasing","author":"kerzner","year":"2014","journal-title":"Proc High-Performance Graphics"},{"key":"ref18","author":"luebke","year":"2002","journal-title":"Level of Detail for 3D Graphics"},{"key":"ref19","doi-asserted-by":"publisher","DOI":"10.1145\/280814.280832"},{"key":"ref4","year":"2014","journal-title":"TXAA Technology Documentation NVIDIA"},{"key":"ref3","article-title":"Fast Approximate Anti-Aliasing (FXAA)","author":"lottes","year":"2009"},{"key":"ref6","doi-asserted-by":"publisher","DOI":"10.1145\/1833349.1778804"},{"key":"ref5","doi-asserted-by":"publisher","DOI":"10.1145\/166117.166131"},{"key":"ref8","doi-asserted-by":"publisher","DOI":"10.1145\/2461912.2462022"},{"key":"ref7","article-title":"Deferred rendering for current and future rendering pipelines","author":"lauritzen","year":"2010","journal-title":"Proc SIGGRAPH Course Beyond Program Shading"},{"key":"ref49","article-title":"NVIDIA OpenGL Extensions Specifications","year":"2014"},{"key":"ref9","doi-asserted-by":"publisher","DOI":"10.1145\/2159616.2159640"},{"key":"ref46","first-page":"173","article-title":"Real-time stochastic rasterization on conventional GPU architectures","author":"mcguire","year":"2010","journal-title":"Proc High-Performance Graphics"},{"key":"ref45","first-page":"7","article-title":"Stochastic rasterization using time-continuous triangles","author":"akenine-m\u00f6ller","year":"2007","journal-title":"Proc 22nd ACM SIGGRAPH\/EUROGRAPHICS Symp Graphics Hardware"},{"key":"ref48","doi-asserted-by":"publisher","DOI":"10.1145\/1283900.1283917"},{"key":"ref47","article-title":"ARB_Multisample OpenGL extension specification","author":"kirkland","year":"1999"},{"key":"ref42","article-title":"The rendering technology of ryse","author":"schulz","year":"2014","journal-title":"Proc Adv Real-time Rendering Games"},{"key":"ref41","article-title":"Moving Frostbite to PBR","author":"lagarde","year":"2014","journal-title":"Proc Physically Based Shading Theory Practice"},{"key":"ref44","doi-asserted-by":"publisher","DOI":"10.1145\/1111411.1111440"},{"key":"ref43","article-title":"Rock-solid shading","author":"baker","year":"2012","journal-title":"Proc ACM SIGGRAPH Advanced Real-Time Rendering in 3D Graphics and Games Course"}],"container-title":["IEEE Transactions on Visualization and Computer Graphics"],"original-title":[],"link":[{"URL":"http:\/\/xplorestaging.ieee.org\/ielx7\/2945\/7557097\/07501796.pdf?arnumber=7501796","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2022,1,12]],"date-time":"2022-01-12T16:39:06Z","timestamp":1642005546000},"score":1,"resource":{"primary":{"URL":"http:\/\/ieeexplore.ieee.org\/document\/7501796\/"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2016,10,1]]},"references-count":56,"journal-issue":{"issue":"10"},"URL":"https:\/\/doi.org\/10.1109\/tvcg.2016.2586073","relation":{},"ISSN":["1077-2626"],"issn-type":[{"value":"1077-2626","type":"print"}],"subject":[],"published":{"date-parts":[[2016,10,1]]}}}