Publications and Presentations

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, Fairness 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

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

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 and Sibley, A Heightfield on an Isometric Grid, Brown University Technical Report #CS-05-14, Providence, RI, August 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.brown.edu/games/SteepParallax/index.html, April 2005

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.

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

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

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.