Publications


Article: Practical and Realistic Facial Wrinkles Animation (Project page)
Jorge Jimenez, Jose I. Echevarria, Christopher Oat, and Diego Gutierrez
GPU Pro II, Wolfgang Engel, Ed., A. K. Peters, 2011.
Article: Spatial Binning on the GPU
Christopher Oat, Joshua Barczak, and Jeremy Shopf
GPU Pro, Wolfgang Engel, Ed., A. K. Peters, 2010.
Article: Deferred Occlusion from Analytic Surfaces
Jeremy Shopf, Joshua Barczak, Thorsten Scheuermann, and Christopher Oat
ShaderX 7: Advanced Rendering Techniques, Wolfgang Engel, Ed., Charles River Media, 2009.
Paper: Efficient Spatial Binning
Christopher Oat, Joshua Barczak, and Jeremy Shopf
AMD Technical Report, 2009.
Additional material: Slides and Movies
Sketch: GPU Crowd Simulation
Jeremy Shopf, Christopher Oat and Joshua Barczak
ACM SIGGRAPH Asia, Sketches and Posters Program, 2008.
Additional material: Slides
Sketch: GPU-Based Scene Management for Rendering Large Crowds
Joshua Barczak, Natalya Tatarchuk and Christopher Oat
ACM SIGGRAPH Asia, Sketches and Posters Program, 2008.
Additional material: Slides
Course Notes: March of the Froblins: Simulation and Rendering Massive Crowds of Intelligent and Detailed Creatures on the GPU
ACM SIGGRAPH Course notes, Advances in Real-Time Rendering in 3D Graphics and Games, 2008.
Article: Computing Per-Pixel Object Thickness in a Single Render Pass
Christopher Oat and Thorsten Scheuermann
ShaderX 6: Advanced Rendering Techniques, Wolfgang Engel, Ed., Charles River Media, 2008.
Course Notes: Animated Wrinkle Maps (Project page)
Christopher Oat
ACM SIGGRAPH Course notes, course 28, Advanced Real-Time Rendering in 3D Graphics and Games, pp. 33-37, 2007.
Additional material: Slides and Movies
Paper: Ambient Aperture Lighting (Project page)
Christopher Oat and Pedro V. Sander
ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 2007.
Additional material: Movie
Course Notes: Rendering Gooey Materials with Multiple Layers (Project page)
Christopher Oat
ACM SIGGRAPH Course notes, course 26, Advanced Real-Time Rendering in 3D Graphics and Games, pp. 65-79, 2006.
Additional material: Slides and Movie
Course Notes: Ambient Aperture Lighting (Project page)
Christopher Oat
ACM SIGGRAPH Course notes, course 26, Advanced Real-Time Rendering in 3D Graphics and Games, pp. 143-152, 2006.
Article: Irradiance Volumes for Real-Time Rendering (Project page)
Christopher Oat
ShaderX 5: Advanced Rendering Techniques, Wolfgang Engel, Ed., Charles River Media, 2006.
Additional material: GDC 2005 Slides and DirectX 9 Sample Code
Presentation Slides: Irradiance Volumes for Games (Project page)
Christopher Oat
Game Developers Conference (GDC), 2005
Article: Rendering Semi-Transparent, Layered Media (Project page)
Christopher Oat
ShaderX 3: Advanced Rendering with DirectX and OpenGL, Wolfgang Engel, Ed., Charles River Media, 2004.
Article: A Steerable Streak Filter
Christopher Oat
ShaderX 3: Advanced Rendering with DirectX and OpenGL, Wolfgang Engel, Ed., Charles River Media, 2004.
Article: Layered Car Paint Shader
Christopher Oat, Natalya Tatarchuk, and John R. Isidoro
ShaderX 2: Shader Programming Tips and Tricks with DirectX 9.0, Wolfgang Engel, Ed., Wordware, 2003.
Article: Heat and Haze Post-Processing Effects (Project page)
Christopher Oat and Natalya Tatarchuk
Game Programming Gems 4, Andrew Kirmse, Ed., Charles River Media, 2003.
Article: Adjusting Real-Time Lighting for Shadow Volumes and Optimized Meshes
Christopher Oat and Alex Vlachos
Game Programming Gems 4, Andrew Kirmse, Ed., Charles River Media, 2003.
Article: Rippling, Reflective and Refractive Water
Alex Vlachos, John R. Isidoro, and Christopher Oat
Direct3D ShaderX: Vertex and Pixel Shader Tips and Tricks, Wolfgang Engel, Ed., Wordware, 2002.
Article: Textures as Lookup Tables for Per-Pixel Lighting Computations
Alex Vlachos, John R. Isidoro, and Christopher Oat
Game Programming Gems 3, Dante Treglia, Ed., Charles River Media, 2002.
Technical Report: Rendering to an Off-Screen Buffer with WGL_ARB_pbuffer
Christopher Oat
ATI Technical Report, 2002.
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