Alexander Reshetov

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We propose new approaches to ray tracing that greatly reduce the required number of operations while strictly preserving the geometrical correctness of the solution. A hierarchical "beam" structure serves as a proxy for a collection of rays. It is tested against a kd-tree representing the overall scene in order to discard from consideration the sub-set of(More)
A kinetic model of the citric acid cycle for calculating oxygen consumption from (13)C nuclear magnetic resonance (NMR) multiplet data has been developed. Measured oxygen consumption (MVO(2)) was compared with MVO(2) predicted by the model with (13)C NMR data obtained from rat hearts perfused with glucose and either [2-(13)C]acetate or [3-(13)C]pyruvate.(More)
This paper addresses the problem of computing the triangles visible from a region in space. The proposed aggressive visibility solution is based on stochastic ray shooting and can take any triangular model as input. We do not rely on connectivity information, volumetric occluders, or the availability of large occluders, and can therefore process any given(More)
For more than a decade, supersample anti-aliasing (SSAA) and multisample anti-aliasing (MSAA) have been the gold-standard anti-aliasing solutions in games. However, these techniques are not well suited for deferred shading or fixed environments like the current generation of consoles. In recent years, industry and academia have been exploring alternative(More)
of a dissertation submitted by Thiago Ize This dissertation has been read by each member of the following supervisory committee and by majority vote has been found to be satisfactory. I have read the dissertation of Thiago Ize in its final form and have found that (1) its format, citations, and bibliographic style are consistent and acceptable; (2) its(More)