Soft shadows from extended light sources with penumbra deep shadow maps. JF St-Amour, E Paquette, P Poulin Graphics Interface 2005, 105-112, 2005 | 23 | 2005 |
Stylized rendering in games M McGuire, C Ekanayake, JF St-Amour, H Halén, A Thibault, B Martel ACM SIGGRAPH, 2010 | 10 | 2010 |
Rendering of Assassin’s Creed 3 JF St-Amour Game Developers Conference, San Francisco, CA, 2012 | 6 | 2012 |
Rendering Assassin's Creed III JF St-Amour Game Developers Conference, 25-29, 2013 | 4 | 2013 |
Markovian energy-based computer vision algorithms on graphics hardware PM Jodoin, M Mignotte, JF St-Amour Image Analysis and Processing–ICIAP 2005: 13th International Conference …, 2005 | 4 | 2005 |
Génération d'ombres floues provenant de sources de lumière surfaciques à l'aide de tampons d'ombre étendus JF St-Amour | 4 | 2004 |
Unsupervised markovian segmentation on graphics hardware PM Jodoin, JF St-Amour, M Mignotte Pattern Recognition and Image Analysis: Third International Conference on …, 2005 | 3 | 2005 |
Real-time soft shadows using the PDSM technique JF St-Amour, E Paquette, P Poulin, P Beaudoin Charles River Media, 2005 | 1 | 2005 |
with Penumbra Deep Shadow Maps E Paquette Graphics Interface 2005, 105, 2005 | | 2005 |