Publications and Presentations

2016

Crassin, McGuire, Fatahalian, and Aaron Lefohn, Aggregate G-Buffer Anti-Aliasing, IEEE Transactions on Visualization and Computer Graphics, 14 pages, 2016 to appear

Mara, McGuire, Nowrouzezahrai, and Luebke, Deep G-Buffers for Stable Global Illumination Approximation, in Proceedings of ACM SIGGRAPH-EuroGraphics High Performance Graphics, June 14, 2016, 15 pages

McGuire and Mara, A Phenomenological Scattering Model for Order-Independent Transparency, in Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D'16), 1-10, 2016

Evangelakos and Mara, Extended TimeWarp Latency Compensation for Virtual Reality, poster at the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D'16), 2016

2015

Crassin, Luebke, Mara, McGuire, Oster, Sloan, and Wyman, CloudLight: A System for Amortizing Indirect Lighting in Real-Time Rendering, Journal of Computer Graphics Techniques (JCGT), vol. 4, no. 4, 1-27, 2015

Lesser, McGuire, and Lopes, Experimental Validation of Computer Graphics Microfacet Theory, Poster at the Grace Hopper Celebration of Women in Computing, October 2015 - First place, GHC/ACM Undergraduate Research Competition

Crassin, McGuire, Fatahalian, and Lefohn, Aggregate G-Buffer Anti-Aliasing, February, ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 2015 (I3D'15 Best Presentation Awards, 2nd place)

2014

McGuire and Mara, Efficient GPU Screen-Space Ray Tracing, Journal of Computer Graphics Techniques (JCGT), vol. 3, no. 4, 73-85, 2014

Cigolle, Donow, Evangelakos, Mara, McGuire, and Meyer, A Survey of Efficient Representations for Independent Unit Vectors, Journal of Computer Graphics Techniques (JCGT), vol. 3, no. 2, 1-30, 2014

Mara, McGuire, Nowrouzezahrai, and Luebke, Fast Global Illumination Approximations on Deep G-Buffers, Technical Report NVR-2014-001, NVIDIA Corporation, June 16, 2014, 17 pages, 2014

Guertin, McGuire, and Nowrouzezahrai, A Fast and Stable Feature-Aware Motion Blur Filter, ACM SIGGRAPH/Eurographics High Performance Graphics, 10 pages, 2014

2013

McGuire and Bavoil, Weighted Blended Order-Independent Transparency, Journal of Computer Graphics Techniques (JCGT), vol. 2, no. 2, 122-141, 2013 (I3D'14 Best Presentation Award)

Mara, McGuire, and Luebke, Lighting Deep G-Buffers: Single-Pass, Layered Depth Images with Minimum Separation Applied to Indirect Illumination, Technical Report NVR-2013-004, NVIDIA Corporation, December 16, 2013, 16 pages, 2013

Guertin, McGuire, and Nowrouzezahrai, A Fast and Stable Feature-Aware Motion Blur Filter, Technical Report NVR-2013-003, NVIDIA Corporation, November 26, 2013, 10 pages, 2013

McGuire, Evangelakos, Wilcox, Donow, and Mara, Plausible Blinn-Phong Reflection of Standard Cube MIP-Maps, Technical Report CSTR201301, Williams College Department of Computer Science, September 9, 2013, 8 pages, 2013

Mara and McGuire, 2D Polyhedral Bounds of a Clipped, Perspective-Projected 3D Sphere, Journal of Computer Graphics Techniques (JCGT), vol. 2, no. 2, 70-83, 2013

Hughes, van Dam, McGuire, Sklar, Foley, Feiner, and Akeley, Computer Graphics: principles and practice (3rd ed.), Addison-Wesley Professional, 1264 pages, July 20, 2013

McGuire, Join the Digital Text Revolution, Talk at the ACM SIGGRAPH Conference on Computer Graphics and Interactive Techniques, 2013-07-23

Crassin, Luebke, Mara, McGuire, Oster, Shirley, Sloan, and Wyman, CloudLight: A system for amortizing indirect lighting in real-time rendering, NVIDIA Tech Report NVR-2013-001, 2013-07-21

Crassin, Luebke, Mara, McGuire, Oster, Shirley, Sloan, and Wyman, Interactive Indirect Lighting Computed in the Cloud, Talk at the ACM SIGGRAPH Conference on Computer Graphics and Interactive Techniques, 2013-07-22

Parker, Friedrich, Luebke, Morley, Bigler, Hoberock, McAllister, Robison, Dietrich, Humphreys, McGuire, and Stich, GPU Ray Tracing, Communications of the ACM, Vol 56, No 5, May 2013

Bukowski, Hennessy, Osman, and McGuire, The Skylanders SWAP Force Depth-of-Field Shader, GPU Pro4, 175-184, A K Peters / CRC Press, April 26, 2013

McGuire, The Augmented Artist, Invited banquet talk at the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 2013-03-22

Mara, Luebke, and McGuire, Toward Practical Real-Time Photon Mapping: Efficient GPU Density Estimation, March, ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 2013-02-20

2012

McGuire, The Graphics Codex, iTunes, 2012

Bukowski, Hennessy, McGuire, and Osman, Scalable High Quality Motion Blur and Ambient Occlusion, Course notes for SIGGRAPH 2012 Advances in Real-time Rendering

McGuire, Mara, and Luebke, Scalable Ambient Obscurance, Proceedings of ACM SIGGRAPH/Eurographics High Performance Graphics, June 2012

McGuire, Hennessy, Bukowsi, and Osman, A Reconstruction Filter for Plausible Motion Blur, Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2012

2011

McGuire, Efficient Triangle and Quadrilateral Clipping in Shaders, Journal of Graphics, GPU, and Game Tools, 2011 (to appear)

Jimenez, Guiterrez, Yang, Reshetov, Demoreuille, Berghoff, Perthuis, Yu, McGuire, Lottes, Malan, Andreev, and Sousa, Filtering Approaches for Real-Time Anti-Aliasing, ACM SIGGRAPH 2011 Courses, August 2011

McGuire, Osman, Bukowsi, and Hennessy, The Alchemy Screen-Space Ambient Obscurance Algorithm, Proceedings of High Performance Graphics 2011

McGuire and Enderton, Colored Stochastic Shadow Maps, ACM Symposium on Interactive 3D Graphics and Games (I3D 2011 proceedings), February 2011

Chajdas, McGuire, and Luebke, Subpixel Reconstruction Antialiasing, ACM Symposium on Interactive 3D Graphics and Games (I3D 2011 proceedings), February 2011

Shirley, Aila, Cohen, Eric Enderton, Laine, Luebke, McGuire, A Local Image Reconstruction Algorithm for Stochastic Rendering, ACM Symposium on Interactive 3D Graphics and Games (I3D 2011 proceedings), February 2011

2010

Parker, Bigler, Dietrich, Friedrich, Hoberock, Luebke, McAllister, McGuire, Morley, Robison, and Stich, OptiX: A General Purpose Ray Tracing Engine, ACM Transactions on Graphics (SIGGRAPH 2010 proceedings), August 2010

McGuire, Halen, St-Amour, Thibault and Martel, Stylized Rendering in Games, SIGGRAPH 2010 Course Notes, August 2010

McGuire and Collomosse, editors, Proceedings of the ACM SIGGRAPH Symposium on Non-Photorealistic Animation and Rendering, Annecy, France, June 2010

McGuire, Enderton, Shirley, and Luebke, Real-Time Stochastic Rasterization on Conventional GPU Architectures, Proceedings of ACM SIGGRAPH/Eurographics High Performance Graphics, June, 2010. Second place best paper awards.

McGuire, Ambient Occlusion Volumes, Proceedings of ACM SIGGRAPH/Eurographics High Performance Graphics, June, 2010. First place best paper awards

McGuire, Hardware-Accelerated Colored Stochastic Shadow Maps. Technical Report NVR-2010-003, NVIDIA Corporation, Santa Clara, CA, May 5, 2010.

McGuire and Haines, editors, Special Section on the Symposium on Interactive 3D Graphics and Games, IEEE Transactins on Visualization and Computer Graphics, 16:5, Sept/Oct 2010

2009

McGuire, An Inexpensive Light Stage Dome. Journal of Graphics, GPU, and Game Tools, 2009

McGuire, Ambient Occlusion Volumes. Technical Report CSTR200901, Williams College Department of Computer Science, Williamstown, MA, December 5, 2009 and poster at I3D 2010. First place I3D research poster awards

McGuire and Luebke, Hardware-Accelerated Global Illumination by Image Space Photon Mapping. Proceedings of ACM SIGGRAPH/EuroGraphics High Performance Graphics, August 1-3, 2009. Second place best paper awards

McGuire and Jenkins, Book Extract - Creating Games: Mechanics, Content, and Technology Chapter 5: The Design Document, Game Career Guide, June 4, 2009

McGuire, What Matters: Apply Game Design as a Science for Public Policy to Rescue Economy, Planet, invited column for MIT's Infinite Connection, April 30, 2009

Haines, McGuire, Aliaga, Oliveira, and Spencer, editors, Proceedings of the I3D 2009 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games. The Association for Computing Machinery, 2 Penn Plaza Suite 701, New York, NY, ISBN 978-1-60558-429-4, Feb. 2009

2008

McGuire, Efficient, high-quality Bayer demosaic filtering on GPUs, Journal of Graphics, GPU, and Game Tools, 2008

Sloan, Gooch, Haines, McGuire, and Spencer, editors, Proceedings of the I3D 2008 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games. The Association for Computing Machinery, 2 Penn Plaza Suite 701, New York, NY, ISBN 978-1-59593-983-8, Feb. 2008

McGuire and Jenkins, Creating Games: Mechanics, Content, and Technology. A K Peters, 500 pages, ISBN 978-1-56881-305-9, Dec. 2008

Huang and McGuire, Yang Fan is Born. Short film in the Animation session of the International Symposium on Non-Photorealistic Animation and Rendering (NPAR '08), Annecy, Fr. June 2008. [FX Movie]

McGuire, Yang Fan is Born Extended Abstract. Proceedings of the International Symposium on Non-Photorealistic Animation and Rendering (NPAR '08), Annecy, Fr. June 2008. [Abstract]

McGuire, GUIs for Real-time Programs, using Universal Pointers. ACM SIGGRAPH Posters Session, Los Angeles, CA, August 2008

McGuire and Whitson, Indirection Mapping for Quasi-Conformal Relief Texturing. Proceedings of ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D '08), Redwood City, CA, February 2008

Carian and McGuire, Last diminisher improves balance in Settlers of Catan. Poster at the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D '08), Redwood City, CA, February 2008

McGuire, A fast, small-radius GPU median filter. in ShaderX6, February 2008

McGuire and Murtagh, Huff(man)ing and Puffing - Huffman Image Compression, Nifty Assignment at the ACM SIGCSE Technical Conference, 2008

2007

Jenkins, Wrotek, and McGuire, Dynamic humanoid balance through inertial control. IEEE-RAS Humanoids 2007, December 2007

Lewis, McGuire, and Fox, Mapping the mental space of game genres. ACM SIGGRAPH Symposium on Video Games (Sandbox '07), August 2007

McGuire, Single-pass shadow volumes for arbitrary meshes. ACM SIGGRAPH Posters Session, August 2007

Barnes, Phillips, Coumans, McGuire, Bradski, and Roosendaal, Open Source Toolchains, Proceedings of the 2007 ACM SIGGRAPH symposium on Video games, August 2007

McGuire, Matusik, Chen, Hughes, Pfister, and Nayar, Optical splitting trees for high-precision monocular imaging. IEEE Computer Graphics and Applications, March 2007

2006

Wrotek, Jenkins, and McGuire, World space torques for character animation under simulation. ACM SIGGRAPH 2006 Sketch, Los Angeles, August, 2006.

McGuire and Matusik, Real-Time Triangulation Matting Using Passive Polarization. ACM SIGGRAPH 2006 Sketch, Los Angeles, August, 2006.

Wrotek, Jenkins, and McGuire, Dynamo: Dynamic, data-driven character control with adjustable balance. Proceedings of the ACM Symposium on Video Games (Sandbox '06), July 2006.

McGuire, Matusik, and Yerazunis, Practical, real-time studio matting using dual imagers. Rendering Techniques 2006 (Proceedings of the Eurographics Symposium on Rendering), June 2006.

McGuire and Fein, Real-Time Cartoon Rendering of Smoke and Clouds. Proceedings of the 4th International Symposium on Non-Photorealistic Animation and Rendering (NPAR '06), Annecy, Fr. June 2006.

McGuire, Stathis, Pfister, and Krishnamurthi, Abstract shade trees. Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D '06), Redwood City, CA, March 2006.

McGuire, A real-time, controllable simulator for plausible smoke. Brown University Technical Report, March 2006.

2005 Work prior to 2005 by M. McGuire was performed at Brown, MERL, and NEC.

McGuire, Matusik, Pfister, Hughes, and Durand, Defocus Video Matting. ACM Transactions on Graphics (SIGGRAPH 2005), Los Angeles, August 2, 2005.

McGuire, Computational Videography with a Single-Axis, Multi-Parameter Lens Camera. Ph.D. Thesis, Brown University Computer Science Department, August 2005.

McGuire and Sibley, A Heightfield on an Isometric Grid, Brown University Technical Report #CS-05-14, Providence, RI, August 2005.

Becker, Greenlee, Lemmerman, McGuire, Musurca, and Wardrip-Fruin, Cave writing: toward a platform for literary immersive VR, ACM SIGGRAPH 2005 Sketch, August 2, 2005.

McGuire, The SuperShader. Chapter 8.1, 485--498, in ShaderX4, W. Engel ed., 2005.

McGuire and Matusik, Defocus Difference Matting. ACM SIGGRAPH 2005 Sketch, Los Angeles, August 2, 2005.

McGuire, Hughes, Matusik, Pfister, Durand, and Nayar, A Configurable Single-Axis, Multi-Parameter Lens Camera, poster at the Symposium on Computational Photography and Video, MIT, May 24, 2005

Wrotek, Rice, and McGuire, Real-Time Collision Deformations Using Graphics Hardware. Journal of Graphics Tools, 5:10, 2005.

Vetro, McGuire, Matusik, Behrens, Lee, and Pfister, Multiview video test sequences from MERL for the MPEG multiview working group. ISO/IEC JTC1/SC29/WG11 Document m12077, April 2005

McGuire and McGuire, Steep Parallax Mapping. Poster at the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D '05). http://graphics.cs.williams.edu/papers/SteepParallaxI3D05/, April 2005 (orignally published at http://graphics.cs.brown.edu/games/SteepParallax/index.html)

2004

McGuire, Observations on Silhouette Sizes. Journal of Graphics Tools, 9:1, 1--12, 2004

McGuire, Effective Shadow Volume Rendering. Chapter 9, 137--166, in GPU Gems, R. Fernando ed., Addison Wesley, 2004.

McGuire, A Game Developer's Review of SIGGRAPH 2004. Gamasutra, http://www.gamasutra.com/features/20040830/mcguire_01.shtml, August 2004

Martin, Jonsson, Marai, and McGuire, Hybrid Billboard Clouds for Model Simplication. Poster at ACM SIGGRAPH 2004, Los Angeles, CA, August 2004

McGuire and Sibley, A Heightfield on an Isometric Grid. ACM SIGGRAPH 2004 Sketch, August 2004

McGuire, Fein, and Hartnett, Real-Time Cartoon Rendering of Smoke. ACM Student Research Competition Talk and ACM SIGGRAPH Poster, Los Angeles, CA, August 2004

Wrotek, Rice, and McGuire, Real-Time Bump Map Deformations. Poster and ACM Student Research Competition Talk at ACM SIGGRAPH 2004, Los Angeles, CA, August 2004

McGuire and Hughes, Hardware Determined Edge Features. Proceedings of the 3rd International Symposium on Non-Photorealistic Animation and Rendering (NPAR '04), 35--147, Annecy, Fr., June 2004

2003

Stone, Tao, and McGuire, Analysis of image registration noise due to rotationally dependent aliasing, Journal of Visual Communication and Image Registration, vol 14, pp. 114--135, 2003

McGuire, A Game Developer's Review of SIGGRAPH 2003. flipcode, http://www.flipcode.com/misc/siggraph2003.shtml, July 2003

McGuire, Rendering Quake3 Maps. http://graphics.cs.brown.edu/games/quake/quake3.html, July 11, 2003

McGuire, Hughes, Egan, Kilgard, and Everitt, Fast, Practical and Robust Shadows. NVIDIA Corporation Technical Report, Austin, TX, http://developer.nvidia.com/object/fast_shadow_volumes.html, November 23, 2003

2002

McGuire, Krishnamurthi, and Hughes, Programming Languages for Compressing Graphics. Proceedings of ESOP 2002, June 2002

Morgan McGuire. A Game Developer's Review of SIGGRAPH 2002: San Antonio. flipcode, http://www.flipcode.com/misc/siggraph2002.shtml, July 2002

2001

McGuire, Image Registration Method. United States Patent 6,266,452 issued July 24, 2001

McGuire, A Game Developer's Perspective of SIGGRAPH 2001. flipcode, http://www.flipcode.com/misc/siggraph2001.shtml, July 2001

2000

McGuire, A Game Developer's Review of SIGGRAPH 2000: New Orleans. flipcode, http://www.flipcode.com/misc/siggraph2000.shtml, July 2000

McGuire and Stone, Techniques for Multiresolution Image Registration in the Presence of Occlusions. IEEE Transactions on Geoscience and Remote Sensing 38(3):1476-1479, May 2000

1999

Stone, LeMoigne, and McGuire, The Translation Sensitivity of Wavelet-Based Registration. IEEE Transactions on Pattern Analysis and Machine Intelligence 21(10):1074-1081, 1999

1998

McGuire, An image registration technique for recovering rotation, scale and translation parameters. NEC Tech Report, Feb. 1998. PDF PPT

1997

Stone, LeMoigne, and McGuire. The translation sensitivity of wavelet-based registration. Proceedings of the 26th AIPR Workshop, Proceedings of the SPIE, Exploiting New Image Sources and Sensors 3240:116-125, 1997 BibTex

McGuire and Stone, Techniques for multi-resolution image registration in the presence of occlusions. Image Registration Workshop, Goddard Space Flight Center, Greenbelt, MD, Nov 20-21, 1997 DOC

Thanks to Brown University, Mitsubishi Electric Research Laboratory, and the NEC Institute, where many of these projects were performed. Thanks to NVIDIA, ATI, and Autodesk for supporting this research. Thanks to Rosemary Michelle Simpson of Brown University for preparing the BibTex entries.