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)
We present a new algorithm that creates plausibly antialiased images by looking for certain patterns in an original image and then blending colors in the neighborhood of these patterns according to a set of simple rules. We construct these rules to work as a post-processing step in ray tracing applications, allowing approximate, yet fast and robust(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)
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)
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)
Post-processing antialiasing methods are well suited for deferred shading because they decouple antialiasing from the rest of graphics pipeline. In morphological methods, the final image is filtered with a data-dependent filter. The filter coefficients are computed by analyzing the non-local neighborhood of each pixel. Though very simple and efficient, such(More)