Papers
2026
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Squids Radiated Globally Prior to the Cretaceous−Paleogene Mass Extinction -
Earliest Octopuses Were Giant Top Predators in Cretaceous Oceans -
PEPS: Positional Encoding Projected Sampling -
Voxel Deformation-Aware Neural Intersection Function -
Ray Tracing in HIP -
The oldest sepioid cephalopod from the Cretaceous discovered by Digital fossil-mining with zero-shot learning AI
2025
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Fast First-Hit Determination for Large and Composite Sparse Volumetric Data Structures with Mesh Shaders -
Geometric Integration for Neural Control Variates -
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Nature Visible Only Digitally
2024
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Hierarchical Light Sampling with Accurate Spherical Gaussian Lighting -
Gradient Traversal: Accelerating Real-Time Rendering of Unstructured Volumetric Data -
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2023
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Real-time Rendering of Glossy Reflections using Ray Tracing and Two-level Radiance Caching -
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Subspace Culling for Ray-Box Intersection
2022
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Weighted À-Trous Linear Regression (WALR) for Real-Time Diffuse Indirect Lighting Denoising -
Geometry and Texture Streaming Architecture in Radeon ProRender -
Progressive Material Caching -
Combining GPU Tracing Methods within a Single Ray Query -
Fused BVH to Ray Trace Level of Detail Meshes -
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Compression and Interactive Visualization of Terabyte Scale Volumetric RGBA Data with Voxel-scale Details -
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Multi-Fragment Rendering for Glossy Bounces on the GPU -
2021
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Sparse Volume Rendering using Hardware Ray Tracing and Block Walking
2019
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フレッシュマンに向けたプログラミングのススメ:9.これから世界を視野に入れて働くエンジニアへ -
Hierarchical Russian Roulette for Vertex Connections
2018
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Bidirectional Path Tracing Using Backward Stochastic Light Culling -
Energy-efficient Global Illumination Algorithms for Mobile Devices using Dynamic Voltage and Frequency Scaling
2017
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Stochastic Light Culling for VPLs on GGX Microsurfaces
2016
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A Framework to Transform In-Core GPU Algorithms to Out-of-Core Algorithms -
2014
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Ray Tracing Irregularly Distributed Samples on Multiple GPUs -
Micro-buffer Rasterization Reduction Method for Environment Lighting Using Point-based Rendering
2013
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Tridiagonal Matrix Formulation for Inextensible Hair Strand Simulation
2012
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A 2.5D Culling for Forward+ -
Real-time Hair Simulation with Efficient Hair Style Preservation -
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A Framework for Rendering Complex Scattering Effects on Hair
2011
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Heterogeneous Particle-Based Simulation -
A Parallel Constraint Solver for a Rigid Body Simulation
2010
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Real-time Collision Culling of a Million Bodies on Graphics Processing Units
2009
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Fast Rendering of Particle-Based Fluid by Utilizing Simulation Data
2008
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Massive Particles: Particle-based Simulations on Multiple GPUs -
Real-Time Simulation of Granular Materials using Graphics Hardware -
Multi-physics Simulation for Micro Fluidic Devices Using Moving Particle Semi-Implicit Method -
A Wall Boundary Computation Model by Polygons for Moving Particle Semi-Implicit Method
2007
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Slided Data Structure for Particle-based Simulations on GPUs -
Real-time Coupling of Fluids and Rigid Bodies -
Construction of Non-Blobby Surface from Particles -
Real-time Particle-based Simulation on GPUs -
Elastic Objects for Computer Graphic Field using MPS method -
Real-time Rendering of Dynamic Clouds -
Real-time Fluid Simulation Coupled with Cloth -
Smoothed Particle Hydrodynamics on GPUs -
Acceleration of Rigid Body Simulation using Graphics Hardware -
Smoothed Particle Hydrodynamics in Complex Shapes -
Acceleration of Smoothed Particle Hydrodynamics using Graphics Hardware -
Improvement of the Boundary Conditions in Smoothed Particle Hydrodynamics
2006
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Meshless Simulation for Micro Droplet Generation -
Simulation of Droplet Generation in Micro Flow using MPS Method -
Real-time Cloth Simulation Interacting with Deforming High-Resolution Models -
Numerical Analysis of Micro Multi-phase Flow using MPS Method
2005
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Numerical Analysis of Micro Droplet Generation using a Particle Method
Conference Talks
2022
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HIP RT: A Ray Tracing Library in HIP
2018
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Real-Time Ray-Tracing Techniques for Integration into Existing Renderers
2017
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Radeon ProRender and Radeon Rays in a Gaming Rendering Workflow -
Stochastic Light Culling
2016
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The Quest for The Ray Tracing API -
Multiplatform GPU Ray-Tracing Solutions With FireRender and FireRays
2014
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Foveated Ray Tracing for VR on Multiple GPUs
2013
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モンテカルロレイトレーシングの基礎からOpenCLによる実装まで -
Real-time Hair Simulation and Rendering for Games(ゲームのためのリアルタイムヘアーシミュレーションとレンダリング) -
西川善司の「CEDEC 2013」ゲーム開発マニアックス(グラフィックス編)
2012
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The AMD Leo Demo Deep Dive -
PTex and Vector Displacement in AMD Demos -
Forward Rendering Pipeline for Modern GPUs -
GPU Accelerated Rigid Body and Soft Body Game Physics -
Recent Advances in Real-Time Collision and Proximity Computations for Games and Simulations -
Physics for Game Programmers
2011
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OpenCL by Example -
Game Programming on Hybrid CPU-GPU Architectures -
Physics Panel Discussion -
Destruction and Dynamics for Film and Game Production -
Physics Simulation on Fusion Architecture -
Designing Physics Algorithms for GPU Architecture -
DX11 Techniques in HK2207
2010
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OpenCL by Example -
Physics Panel Discussion -
Recent Advances in Real-Time Collision and Proximity Computations for Games and Simulations -
Physics Simulations on the GPU
2009
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Parallelizing the Physics Pipeline: Physics Simulations on the GPU
(since 2025/9)