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Dive into the research topics where Gregory Nichols is active.

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Featured researches published by Gregory Nichols.


eurographics | 2013

Sorted deferred shading for production path tracing

Christian Eisenacher; Gregory Nichols; Andrew Selle; Brent Burley

Ray‐traced global illumination (GI) is becoming widespread in production rendering but incoherent secondary ray traversal limits practical rendering to scenes that fit in memory. Incoherent shading also leads to intractable performance with production‐scale textures forcing renderers to resort to caching of irradiance, radiosity, and other values to amortize expensive shading. Unfortunately, such caching strategies complicate artist workflow, are difficult to parallelize effectively, and contend for precious memory. Worse, these caches involve approximations that compromise quality. In this paper, we introduce a novel path‐tracing framework that avoids these tradeoffs. We sort large, potentially out‐of‐core ray batches to ensure coherence of ray traversal. We then defer shading of ray hits until we have sorted them, achieving perfectly coherent shading and avoiding the need for shading caches.


international conference on computer graphics and interactive techniques | 2015

The path tracing revolution in the movie industry

Alexander Keller; Luca Fascione; Marcos Fajardo; Iliyan Georgiev; Per H. Christensen; Johannes Hanika; Christian Eisenacher; Gregory Nichols

As path tracing allows for more realistic and faster lighting, an increasing number of movies are created the physically based way. With examples from recent movies, the architectures and novel workflows of the next generation of production renderers are introduced to a wide audience including technical directors, artists, and researchers.


Archive | 2012

Streaming Hierarchy Traversal Renderer

Brent Burley; Andrew Selle; Gregory Nichols


Archive | 2012

RAY CONE HIERARCHY RENDERER

Brent Burley; Gregory Nichols; Andrew Selle


Archive | 2013

Ordering rays in rendered graphics for coherent shading

Gregory Nichols; Brent Burley; Andrew Selle


Archive | 2012

Distributed element rendering

Brent Burley; Andrew Selle; Gregory Nichols


Archive | 2013

Integration cone tracing

Brent Burley; Andrew Selle; Gregory Nichols


Archive | 2012

Streaming light propagation

Brent Burley; Andrew Selle; Gregory Nichols


Archive | 2017

Depth Buffering for Subsequent Scene Rendering

Gregory Nichols; Brent Burley; Ralf Habel; David Adler


Archive | 2014

Ray-Mediated Illumination Control

Brent Burley; Sean Jenkins; Gregory Nichols; Andrew Selle; Charles Tappan

Collaboration


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Brent Burley

Walt Disney Animation Studios

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Christian Eisenacher

Walt Disney Animation Studios

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David Adler

Walt Disney Animation Studios

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Marcos Fajardo

University of Southern California

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Ralf Habel

Walt Disney Animation Studios

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Sean Jenkins

Walt Disney Animation Studios

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