linkedin bluesky mastodon email game jams industry blog research
MarkdeepMarkdown everywhere, with diagrams and equations A free technology that magically makes plain text documents look great when viewed in a browser. No plugin, installation, document compiling or exporting...just start writing. |
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Quadplay✜Fantasy console in a web browser A free and open source fantasy console and development environment for hobby programming, game jams, and teaching. Quadplay✜ uses a Python-like scripting language, supports up to four players, and provides hundreds of built-in sprites, sounds, and fonts to get you started. |
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The Graphics CodexAn essential reference for 3D computer graphics. I compiled the equations, diagrams, and code that I most reference into this app and then added 13 chapters of lecture notes from the graphics courses I taught. Available in iOS app and Windows, OS X, Android, and Linux web editions. |
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G3D Innovation EngineGraphics research and rapid prototyping in OpenGL and C++ An open source engine used for research and development throughout academia and industry for 20 years on Windows, Linux, and MacOS. The primary code library for the Graphics Codex and Computer Graphics Principles and Practice. |
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McGuire Computer Graphics ArchiveComputer graphics benchmarks Free, standardized computer graphics models and test images for use in research and prototyping in OBJ and PNG format. |
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Computer Graphics: Principles and PracticeThe definitive, comprehensive textbook on computer graphics for over three decades This third edition of the classic "Foley and van Dam" text is completely rewritten to cover all major topics in the field. It is both broad and deep, covering topics as diverse as including GPU architecture, path tracing, shader programming, matrix transformations, the physics of light, subdivision surfaces, spatial data structures, and animation. |
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The Sailing CodexA friendly guide to daysailing, racing, and cruising A clear and friendly guide to sailboats for beginners and intermediate sailors from lakes to oceans. |
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Creating Games: Mechanics, Content, and TechnologyGame development, from world-building to coding to project management A practical introduction to game development for indie developers, hobbyists, and students. |
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TurtleScriptA teaching environment for young programmers A modern variant of the classic LOGO language with a simple web integrated development environment and extensibility to animations. |
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Project Rocket GolfingA game of exploration and discovery for all ages on iPad, iPhone, and iPod Touch. An infinite, procedurally-generated universe filled with ice planets, wormholes, aliens, verdant worlds, binary star systems, lost civilizations, and more. The further you explore, the more that the game changes. You will encounter new game features as you reach more distant galaxies. |
jschat | Peer-to-Peer WebRTC MediaStream video chat entirely in browser |
Darwin | Java AI programming game challenge assignment I developed at Williams College |
include.js | Adds client-side <include> tags to HTML |
treelist.js | Lightweight selectable and scrollable tree list UI for JavaScript |
LoadManager.js | Recursive asset tree loader |
maze.js | Perfect maze generator |
vectorify.js | Vector operations and operator overloading for JavaScript |
menu.js | Lightweight HTML5 dropdown menus |
codeheart.js | Learn to program web and mobile games in JavaScript |
nano JAMMER | The 64x64 tweetjam fantasy console |
2DOBB.h | 2D oriented-bounding box intersection detection in C++ |
cardgen.js | Playing card generator in HTML + CSS + JavaScript |
cgpp3-support | Minimalist multi-platform c++ code for loading, saving, and displaying images and 3D models from Computer Graphics: Principles & Practice |
infix.scm | Infix math macro for PLT MzScheme and DrScheme |
Raycaster | DOOM-style raycaster written in Java as a teaching example |
Rasterizer.java | Software rasterizer written in Java as a teaching example |
RedBlack.java | Red black tree implementation and demo in Java |
SplayTree.java | Splay tree implementation and demo in Java |
sort.cpp | Elegant reference implementations of common sorting algorithms in C++ |
Tachyon | 3D-pong game demo in Unity C# |
Terrain.cpp | Continuous-LOD/clipmap GPU terrain with multi-scale texturing |
Platformer | PICO-8 Lua code for a full-featured 2D platformer player character simulation |
Particle.p8 | High-performance PICO-8 particle system optimized with bitwise tricks |
Sort.p8 | High-performance PICO-8 heapsort with profiling example |
Pathfinder.p8 | Optimized single-function PICO-8 pathfinding library |
Controller.p8 | Procedural controller graphic with zero sprite memory, for instruction screens |
Lowercase Escape | Online tool for encoding PICO-8 mixed-case strings using escape codes |
sdl_controllers | PICO-8 + SDL controller mapping for kid-sized PowerA Xbox 360 controllers |
game jams
blog posts
- ControlNet and StarCoder: Roblox research advances for Generative AI
- 3D Motion and Rendering Research at SIGGRAPH 2023
- Dynamic Diffuse Global Illumination
- Ray Tracing from the 1980's to Today
- NVIDIA's AR/VR Vision
- 2017 VR Platforms
- VR Cameras
- Screen Space Ray Tracing
- Terrain Rendering
- Fast Transparency
- Fast Colored Transparency
- A Billion in Computer Graphics
- Environment Lighting
- Motion Sickness
- Pronunciation Guide
- Depth of Field
- Eliminate z Prepass
- OBJ Transparency
industry experience


















research
- Hirschkind, Yu, Nandwana, Liu, DuBois, Le, Thiebaut, Sinclair, Spence, Shang, Abrams, and McGuire, Diffusion Synthesizer for Efficient Multilingual Speech to Speech Translation, Interspeech Conference, Sept 2024
- Liu, Nandwana, Pylkkonen, Heikinheimo, and McGuire, Enhancing Multilingual Voice Toxicity Detection with Speech-Text Alignment, Interspeech Conference, Sept 2024
- Liu, Agrawala, Yuksel, Omernick, Misra, Corazza, McGuire, and Zordan, A Unified Differentiable Boolean Operator with Fuzzy Logic, ACM SIGGRAPH, August 2024
- Liu, Ungar, Kording, and McGuire, Measuring Causal Effects of Civil Communication without Randomization, AAAI Conference on Web and Social Media, May 2024
- Nandwana, He, Liu, Yu, Shang, Du Bois, McGuire, and Bhat, Voice Toxicity Detection Using Multi-Task Learning, IEEE International Conference on Acoustics, Speech and Signal Processing (ICASSP), April 2024
- Mosier, McGuire, and Hachisuka, Quantum Ray Marching: Reformulating Light Transport for Quantum Computers, ACM SIGGRAPH Asia, December 2023
- Xu, Xie, Andrews, Kry, Neff, McGuire, Karamouzas, and Zordan, AdaptNet: Policy adaptation for physics-based character control, ACM SIGGRAPH Asia, December 2023
- Navarro, Kneubuehler, Verhulsdonck, Du Bois, Welch, Shang, Sachs, McGuire, Zordan, and Bhat, Audiovisual Inputs for Learning Robust, Real-time Facial Animation with Lip Sync, ACM Motion, Interaction and Games (MIG), November 2023
- Haeberlen, Phan, and McGuire, Metaverse as a service: Megascale social 3D on the cloud, ACM Symposium on Cloud Computing (SoCC), October 2023
- Dugan, Wadhawan, Spence, Callison-Burch, McGuire, and Zordan, Learning When to Speak: Latency and Quality Trade-offs for Simultaneous Speech-to-Speech Translation with Offline Models, INTERSPEECH, August 2023
- Lao, Zhang, Vogel, Kaplan, McGuire, Zordan, A Preliminary Study of World Customizability for Virtual Reality Co-Play, CHI Play, April 2023
- Brown, DuTell, Walter, Rosenholtz, Shirley, McGuire, Luebke, Efficient Dataflow Modeling of Peripheral Encoding in the Human Visual System, ACM Transactions on Applied Perception, January 2023
- Brown, DuTell, Walter, Rosenholtz, Shirley, McGuire, Luebke, Efficient Dataflow Modeling of Peripheral Encoding, Journal of Vision, December 2022
- Takikawa, Evans, Tremblay, Müller, McGuire, Jacobson, and Fidler, Variable Bitrate Neural Fields, ACM SIGGRAPH 2022, August 2022
- Cozzi, Stephenson, Petit, McGuire, Peterson, Alameh, Trevett, Building the Open Metaverse, SIGGRAPH Courses, August 2022
- Majercik and McGuire, Optimizing A String Class for Computer Graphics, CppCon, September 2022
- Takikawa, Glassner, and McGuire, An Analytic 3D Signed Distance Function Dataset, JCGT, 2022
- Spjut, Boudaoud, Binaee, Majercik, McGuire, and Kim, FirstPersonScience: Quantifying Psychophysics for First Person Shooter Tasks. arXiv technical report, 10 Feb 2022
- Spjut, Zhu, Huang, Shou, Boudaoud, Shapira, and McGuire, Experimental Augmented Reality User Experience. arXiv technical report, 10 Feb 2022 (+ Video Results)
- Aizenshtein, Smal, and McGuire, Wavelet Transparency. arXiv, January 1, 2022
- Majercik, Müller, Keller, Nowrouzezahrai, and McGuire, Dynamic Diffuse Global Illumination Resampling, Computer Graphics Forum, Dec 6, 2021, 13 pages
- Stengel, Majercik, Boudaoud, and McGuire, A Distributed, Decoupled System for Losslessly Streaming Dynamic Light Probes to Thin Clients, ACM Multimedia Systems Conference (MMSys '21), June 30, 2021, 13 pages
- McGuire and Gagiu, MMPX Style-Preserving Pixel Art Magnification, Journal of Graphics Techniques, June 30, 2021, 35 pages - Best student poster award - ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2021
- Majercik, Müller, Keller, Nowrouzezahrai, and McGuire, Low-noise Real-time Ray Tracing with ReSTIR + DDGI, SIGGRAPH Talks, August 2021
- McGuire and Majercik, Essential Ray Generation Shaders, Ray Tracing Gems 2, 2021
- Takikawa, Litalien, Kreis, Yin, Loop, Nowrouzezahrai, Jacobson, McGuire, and Fidler, Neural Geometric Level of Detail: Real-time Rendering with Implicit 3D Shapes, IEEE Computer Vision and Pattern Recognition (CVPR'21), June 19, 2021
- Majercik, Marrs, Spjut, and McGuire, Scaling Probe-Based Real-Time Dynamic Global Illumination for Production, Journal of Graphics Techniques, May 2021
- Roble, Watling, Salvini, McGuire, and Mazerolle, Keynote panel on AI, VFX | AI Symposium, April 28, 2021
- Jonnalagadda, Frosio, Schneider, McGuire, and Kim, Robust Vision-Based Cheat Detection in Competitive Gaming, ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D'21), March 24, 2021
- Gao, Chen, Xiang, Jacobson, McGuire, and Fidler, Learning Deformable Tetrahedral Meshes for 3D Reconstruction, NeurIPS 2020
- Kim, Knowles, Spjut, Boudaoud, and McGuire, Late Input Sampling and Post-Render Warping Improves Aiming Under High Latency Conditions, ACM SIGGRAPH High Performance Graphics, July, 2020
- Hart, Pharr, Müller, Lopes, McGuire, and Shirley, Practical Product Sampling by Fitting and Composing Warps, Eurographics Symposium on Rendering (EGSR'20), July, 2020
- McGuire, Dorsey, Haines, F. Hughes, Marschner, Pharr, and Shirley, A Taxonomy of Bidirectional Scattering Distribution Function Lobes for Rendering Engineers, 8th annual Workshop on Material Appearance Modeling, June 29, 2020, 4 pages
- Spjut, Boudaoud, Binaee, Kim, Majercik, McGuire, Luebke, and Kim, Latency of 30 ms Benefits First Person Targeting Tasks More Than Refresh Rate Above 60 Hz, ACM SIGGRAPH Asia Technical Brief, Nov 17, 2019, 4 pages
- Kim, Stengel, Wu, Boudaoud, Spjut, Akşit, Albert, Greer, Jeong, Lopes, Majercik, Shirley, McGuire, and Luebke, Matching Prescription & Visual Acuity: Towards AR for Humans, SIGGRAPH 2019 Emerging Technology, ACM SIGGRAPH Emerging Technologies, July 28, 2019, 2 pages - Emerging Technologies Best in Show Award
- McGuire, Optimizing and Deploying Ray-Traced Dynamic Global Illumination, ACM SIGGRAPH NVIDIA Sponsored Talk, July 30, 2019, 90 pages
- Cholewiak, Shirley, McGuire, and Banks, Real-time blur with chromatic aberration drives accommodation and depth perception, Vision Sciences Society Annual Meeting Abstract in the Journal of Vision 19(15b), September 2019
- Kim, Spjut, McGuire, Majercik, Boudaoud, Albert, and David Luebke, Esports Arms Race: Latency and Refresh Rate for Competitive Gaming Tasks, Vision Sciences Society Annual Meeting Abstract in the Journal of Vision 19(219c), September 2019
- McGuire, Shirley, and Wyman, Introduction to Real-Time Ray Tracing, SIGGRAPH 2019 course
- Keller, Viitanen, Barré-Brisebois, Schied, McGuire, Are We Done with Ray Tracing?, SIGGRAPH 2019 course, SIGGRAPH 2019 course
- Majercik, Guertin, Nowrouzezahrai, and McGuire, Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields, Journal of Computer Graphics Techniques (JCGT), vol. 8, 2019. I3D2019 Best Presentation Award
- Marrs, Improving Temporal AA with Adaptive Ray Tracing, Presentation at the Game Developers Conference, March 22, May 2019
- McGuire, Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields, Presentation at the Game Developers Conference, March 2019
- McGuire, Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields, Presentation at the GPU Technology Conference, March, 2019
- McGuire, Khalid, Benko, Li, Seam, and Rissa, Cloud XR: Challenges and Strategies in Streaming XR Over 5G, Panel at the GPU Technology Conference, March, 2019
- R. Sathe, H. Gruen, A. Marrs, J. Spjut, M. McGuire, Y. Uralsky, Adaptive Anti-Aliasing using Conservative Rasterization and GPU Ray Tracing, in GPU Zen 2, Black Cat Publishing, March 2019
- Marrs, Spjut, Gruen, Sathe, and McGuire, Improving Temporal Antialiasing with Adaptive Ray Tracing, in E. Haines, T. Akenine-Moller [eds], Ray Tracing Gems, https://doi.org/10.1007/978-1-4842-4427-2_22, Ray Tracing Gems, March 15, 2019, pp. 353-370
- Haines and Akenine-Möller eds., Keller, McGuire, Munkberg, Pharr, Shirley, Wald, and Wyman section eds., Ray Tracing Gems, NVIDIA and Apress Open, March 19, 2019
- Kim, Stengel, Majercik, De Mello, Dunn, Laine, McGuire, and Luebke, NVGaze: An Anatomically-Informed Dataset for Low-Latency, Near-Eye Gaze Estimation, SIGCHI 2019, ACM SIGCHI, May 27, 2019, 10 pages
- McGuire, Machine Learning in Computer Graphics, Keynote at the Vector Institute ESS, January 23, 2019
- Sun, Patney, Wei, Shapira, Lu, Asente, Zhu, McGuire, Luebke, and Kaufman, Towards Virtual Reality Infinite Walking: Dynamic Saccadic Redirection, SIGGRAPH 2018, ACM Transactions on Graphics, August 15, 2018, 16 pages
- McGuire, Ray Tracing Research Update, Sponsored Talk at ACM SIGGRAPH 2018, ACM SIGGRAPH Sponsored Talk, August 18, 2018, 34 pages
- McGuire, A Hybrid Ray + Raster Roadmap, Sponsored Talk at ACM SIGGRAPH 2018, ACM SIGGRAPH Sponsored Talk, August 18, 2018, 27 pages
- Marrs, Spjut, Gruen, Sathe, and McGuire, Adaptive Temporal Antialiasing, ACM SIGGRAPH / Eurographics High Performance Graphics, August 12, 2018, 4 pages
- Crassin, Wyman, McGuire, and Lefohn, Correlation-Aware Approximate Semi-Analytic Visibility for Antialiased Rendering, ACM SIGGRAPH / Eurographics High Performance Graphics, August 12, 2018, 4 pages
- Bavoil, Liu, Shirley, and McGuire, Hybrid Ray-Traced Ambient Occlusion, Poster at HPG18, ACM SIGGRAPH / Eurographics High Performance Graphics, August 12, 2018, 4 pages
- Heitz, Hill, and McGuire, Combining Analytic Direct Illumination and Stochastic Shadows, I3D 2018, ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, May 15, 2018, 10 pages - Best Paper Award
- Majercik, Crassin, Shirley, and McGuire, A Ray-Box Intersection Algorithm and Efficient Dynamic Voxel Rendering, Journal of Computer Graphics Techniques (JCGT), vol. 7, no. 3, 66-81, 2018
- Wyman and McGuire, Improved Alpha Testing Using Hashed Sampling, IEEE Transactions on Visualization and Computer Graphics, April 14, 2017, 12 pages
- Mara, McGuire, Bitterli, and Jarosz, An Efficient Denoising Algorithm for Global Illumination, HPG 2017, ACM SIGGRAPH / Eurographics High Performance Graphics, July 27, 2017, 7 pages
- McGuire, Mara, Nowrouzezahrai, and Luebke, Real-Time Global Illumination using Precomputed Light Field Probes, I3D 2017, ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, February 25, 2017, 11 pages - Best Paper Award
- Wyman and McGuire, Hashed Alpha Testing, I3D 2017, ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, February 25, 2017, 11 pages
- McGuire and Mara, Phenomenological Transparency, IEEE Transactions of Visualization and Computer Graphics, IEEE Transactions of Visualization and Computer Graphics, no. 5, May, 2017
- McGuire, Peering Through a Glass, Darkly at the Future of Real-Time Transparency, in SIGGRAPH 2016 Open Problems in Real-Time Rendering Course, SIGGRAPH 2016 Open Problems in Real-Time Rendering Course Invited Talk, July 26, 2016, 54 pages
- Crassin, McGuire, Fatahalian, and Lefohn, Aggregate G-Buffer Anti-Aliasing, IEEE Transactions on Visualization and Computer Graphics, IEEE Transactions on Visualization and Computer Graphics, 2016, 15 pages
- Mara, McGuire, Nowrouzezahrai, and Luebke, Deep G-Buffers for Stable Global Illumination Approximation, HPG, in Proceedings of the High Performance Graphics 2016, June 24, 2016, 11 pages
- McGuire and Mara, A Phenomenological Scattering Model for Order-Independent Transparency, in Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D'16), February 28, 2016, 10 pages
- Evangelakos and Mara, Extended TimeWarp Latency Compensation for Virtual Reality, poster at I3D 2016, Poster at the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D'16), February 28, 2016
- Crassin, Luebke, Mara, McGuire, Oster, Sloan, and Wyman, CloudLight: A System for Amortizing Indirect Lighting in Real-Time Rendering, Journal of Computer Graphics Techniques (JCGT), vol. 4, no. 4, 1-27, 2015
- Lesser, McGuire, and Lopes, Experimental Validation of Computer Graphics Microfacet Theory, Poster at the Grace Hopper Celebration of Women in Computing, Poster at the Grace Hopper Celebration of Women in Computing, October, 2015 - First place, GHC/ACM Undergraduate Research Competition
- Crassin, McGuire, Fatahalian, and Lefohn, Aggregate G-Buffer Anti-Aliasing, Proceedings of the ACM Symposium on Interactive 3D Graphics and Games, in Proceedings of the ACM Symposium on Interactive 3D Graphics and Games 2015 (I3D'15), February, 2015, 11 pages - Best Paper Awards 2nd Place
- McGuire and Mara, Efficient GPU Screen-Space Ray Tracing, Journal of Computer Graphics Techniques (JCGT), vol. 3, no. 4, 73-85, 2014
- Cigolle, Donow, Evangelakos, Mara, McGuire, and Meyer, A Survey of Efficient Representations for Independent Unit Vectors, Journal of Computer Graphics Techniques (JCGT), vol. 3, no. 2, 1-30, 2014
- Mara, McGuire, Nowrouzezahrai, and Luebke, Fast Global Illumination Approximations on Deep G-Buffers, NVIDIA Corporation, Technical Report NVR-2014-001, June 16, 2014, 16 pages
- Guertin, McGuire, and Nowrouzezahrai, A Fast and Stable Feature-Aware Motion Blur Filter, HPG, in Proceedings of the ACM SIGGRAPH/EuroGraphics High Performance Graphics 2014 (HPG'14), June 24, 2014, 10 pages
- McGuire and Bavoil, Weighted Blended Order-Independent Transparency, Journal of Computer Graphics Techniques (JCGT), vol. 2, no. 2, 122-141, 2013 (I3D'14 Best Paper Award)
- Mara, McGuire, and Luebke, Lighting Deep G-Buffers: Single-Pass, Layered Depth Images with Minimum Separation Applied to Indirect Illumination, NVIDIA Corporation, Technical Report NVR-2013-004, December 13, 2013, 17 pages
- Guertin, McGuire, and Nowrouzezahrai, A Fast and Stable Feature-Aware Motion Blur Filter, NVIDIA Corporation, Technical Report NVR-2013-003, November 26, 2013, 10 pages
- McGuire, Evangelakos, Wilcox, Donow, and Mara, Plausible Blinn-Phong Reflection of Standard Cube MIP-Maps, Williams College Department of Computer Science, Technical Report CSTR201301, September 9, 2013, 8 pages
- Mara and McGuire, 2D Polyhedral Bounds of a Clipped, Perspective-Projected 3D Sphere, Journal of Computer Graphics Techniques (JCGT), vol. 2, no. 2, 70-83, 2013
- McGuire, Join the Digital Text Revolution, SIGGRAPH 2013 Talks, Talk at ACM SIGGRAPH 2013, July 20, 2013
- Crassin, Luebke, Mara, McGuire, Oster, Shirley, Sloan, and Wyman, CloudLight: A system for amortizing indirect lighting in real-time rendering, NVIDIA, Technical Report NVR-2013-001, July 21, 2013
- Crassin, Luebke, Mara, McGuire, Oster, Shirley, Sloan, and Wyman, Interactive Indirect Lighting Computed in the Cloud, Talk at the ACM SIGGRAPH Conference on Computer Graphics and Interactive Techniques, July 22 2013
- G. Parker, Friedrich, Luebke, Morley, Bigler, Hoberock, McAllister, Robison, Dietrich, Humphreys, McGuire, and Stich, GPU Ray Tracing, Communications of the ACM, Communications of the ACM (March 2013), vol. 56, March, 2013
- Bukowski, Hennessy, Osman, and McGuire, The Skylanders SWAP Force Depth-of-Field Shader, GPU Pro4, Published in GPU Pro 4: Advanced Rendering Techniques, April 26, 2013, pp. 175-184
- McGuire, The Augmented Artist: Computation and Content Creations, Interactive 3D Graphics and Games 2013, Banquet talk at the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D'13), March 22, 2013
- Mara, Luebke, and McGuire, Toward Practical Real-Time Photon Mapping: Efficient GPU Density Estimation, Interactive 3D Graphics and Games 2013, in Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D'13), March, 2013
- Bukowski, Hennessy, McGuire, and Osman, Scalable High-Quality Motion Blur and Ambient Occlusion, SIGGRAPH 2012 Courses, the Advances in Real-Time Rendering course at SIGGRAPH 2012, August, 2012
- Enderton and McGuire, Stochastic Rasterization, Presentation at GTC 2012, GPU Technology Conference Talk, May, 2012, 65 pages
- McGuire, Mara, and Luebke, Scalable Ambient Obscurance, High-Performance Graphics 2012, in Proceedings of ACM SIGGRAPH / Eurographics High-Performance Graphics 2012 (HPG '12), June, 2012
- McGuire, Hennessy, Bukowski, and Osman, A Reconstruction Filter for Plausible Motion Blur, Proceedings of the ACM Symposium on Interactive 3D Graphics and Games, in Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2012 (I3D'12), February, 2012
- McGuire, Efficient Triangle and Quadrilateral Clipping within Shaders, Journal of Graphics, GPU, and Game Tools, The Journal of Graphics, GPU, and Game Tools, vol. 15, no. To appear, 2011, TBD pages
- Jimenez, Guiterrez, Yang, Reshetov, Demoreuille, Berghoff, Perthuis, Yu, McGuire, Lottes, Malan, Andreev, and Sousa, Filtering Approaches for Real-Time Anti-Aliasing, ACM SIGGRAPH 2011 Courses, August 2011
- McGuire, Osman, Bukowski, and Hennessy, The Alchemy screen-space ambient obscurance algorithm, High-Performance Graphics 2011, in Proceedings of ACM SIGGRAPH / Eurographics High-Performance Graphics 2011 (HPG'11), August, 2011
- McGuire and Enderton, Colored Stochastic Shadow Maps, Proceedings of the ACM Symposium on Interactive 3D Graphics and Games, in Proceedings of the ACM Symposium on Interactive 3D Graphics and Games 2011 (I3D'11), February 20, 2011
- Chajdas, McGuire, and Luebke, Subpixel Reconstruction Antialiasing, Proceedings of the ACM Symposium on Interactive 3D Graphics and Games, in Proceedings of the ACM Symposium on Interactive 3D Graphics and Games 2011 (I3D'11), February 20, 2011
- Shirley, Aila, Cohen, Enderton, Laine, Luebke, and McGuire, A Local Image Reconstruction Algorithm for Stochastic Rendering, Proceedings of the ACM Symposium on Interactive 3D Graphics and Games, in Proceedings of the ACM Symposium on Interactive 3D Graphics and Games 2011 (I3D'11), February 20, 2011
- G. Parker, Bigler, Dietrich, Friedrich, Hoberock, Luebke, McAllister, McGuire, Morley, Robison, and Stich, OptiX: A General Purpose Ray Tracing Engine, ACM Transactions on Graphics, ACM Transactions on Graphics (SIGGRAPH'10), August, 2010
- McGuire, Halen, St-Amour, Thibault and Martel, Stylized Rendering in Games, SIGGRAPH 2010 Course Notes, August 2010
- McGuire and Collomosse, editors, Proceedings of the ACM SIGGRAPH Symposium on Non-Photorealistic Animation and Rendering, Annecy, France, June 2010
- McGuire, Enderton, Shirley, and Luebke, Real-time Stochastic Rasterization on Conventional GPU Architectures, Proceedings of High Performance Graphics 2010, ACM SIGGRAPH/Eurographics High Performance Graphics 2010 (HPG'10), June, 2010 - HPG'10 Best Paper Awards 2nd place
- McGuire, Ambient Occlusion Volumes, Proceedings of High Performance Graphics 2010, ACM SIGGRAPH/Eurographics High Performance Graphics 2010 (HPG'10), June, 2010 - HPG'10 Best Paper Awards 1st Place
- McGuire and Enderton, Colored Stochastic Shadow Maps, Proceedings of the ACM Symposium on Interactive 3D Graphics and Games, in Proceedings of the ACM Symposium on Interactive 3D Graphics and Games 2011 (I3D'11), February 20, 2011
- McGuire and Haines, editors, Special Section on the Symposium on Interactive 3D Graphics and Games, IEEE Transactions on Visualization and Computer Graphics, 16:5, Sept/Oct 2010
- McGuire, An Inexpensive Light Stage Dome, journal of graphics, GPU, and game tools, The Journal of Graphics, GPU, and Game Tools, no. 4, 2009, pp. 23-29
- McGuire and Luebke, Hardware-Accelerated Global Illumination by Image Space Photon Mapping, Proceedings of the 2009 ACM SIGGRAPH/EuroGraphics conference on High Performance Graphics, ACM SIGGRAPH/EuroGraphics High Performance Graphics 2009, New York, NY, USA: ACM, August 1, 2009 - HPG'09 Best Paper Awards 2nd Place
- McGuire and Jenkins, Book Extract - Creating Games: Mechanics, Content, and Technology Chapter 5: The Design Document, Game Career Guide, June 4, 2009
- McGuire, What Matters: Apply Game Design as a Science for Public Policy to Rescue Economy, Planet, invited column for MIT's Infinite Connection, https://breakfast.mit.edu/news/WhatMatters/Archive/200904, April 30, 2009
- Haines, McGuire, Aliaga, Oliveira, and Spencer, editors, Proceedings of the I3D 2009 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games. The Association for Computing Machinery, 2 Penn Plaza Suite 701, New York, NY, ISBN 978-1-60558-429-4, Feb. 2009
- McGuire, Efficient, high-quality Bayer demosaic filtering on GPUs, Submitted to Journal of Graphics Tools, Published in JGT'09, Wellesley, MA: AK Peters, 2009
- Sloan, Gooch, Haines, McGuire, and Spencer, editors, Proceedings of the I3D 2008 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games. The Association for Computing Machinery, 2 Penn Plaza Suite 701, New York, NY, ISBN 978-1-59593-983-8, Feb. 2008
- Huang and McGuire, Yang Fan is Born. Short film in the Animation session of the International Symposium on Non-Photorealistic Animation and Rendering (NPAR '08), Annecy, Fr. June 2008.
- McGuire, Yang Fan is Born Extended Abstract. in Proceedings of the International Symposium on Non-Photorealistic Animation and Rendering (NPAR '08), Annecy, Fr. June 2008.
- McGuire, GUIs for Real-Time Programs, using Universal Pointers, SIGGRAPH '08: ACM SIGGRAPH 2008 posters, Poster Presented at ACM SIGGRAPH 2008., 2008
- McGuire and Whitson, Indirection Mapping for Quasi-Conformal Relief Texturing, I3D'08, ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, February, 2008
- Carian and McGuire, Last diminisher improves balance in Settlers of Catan, ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games Poster, Poster for I3D 2008 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D'08), 2008
- McGuire, A Fast, Small-Radius GPU Median Filter, ShaderX6, Published in ShaderX6., February, 2008
- McGuire and Murtagh, Huff(man)ing and Puffing - Huffman Image Compression, Nifty Assignment at the ACM SIGCSE Technical Conference, 2008
- Chadwicke Jenkins, Wrotek, and McGuire, Dynamic humanoid balance through inertial control, IEEE-RAS 7th International Conference on Humanoid Robots (Humanoids 2007), IEEE-RAS 7th International Conference on Humanoid Robots, 2007
- Lewis, McGuire, and Fox, Mapping the mental space of game genres, Sandbox '07: Proceedings of the 2007 ACM SIGGRAPH symposium on Video games, Presented at ACM SIGGRAPH Symposium on Video Games 2007., New York, NY, USA: ACM, 2007, pp. 103-108
- McGuire, Single-pass Shadow Volumes for Arbitrary Meshes, SIGGRAPH '07: ACM SIGGRAPH 2007 posters, Poster presented at ACM SIGGRAPH 2007., New York, NY, USA: ACM, 2007, 177 pages
- Barnes, Phillips, Coumans, McGuire, Bradski, and Roosendaal, Open Source Toolchains, in Proceedings of the 2007 ACM SIGGRAPH symposium on Video games, August 2007
- McGuire, Matusik, Chen, F. Hughes, Pfister, and Nayar, Optical splitting trees for high-precision monocular imaging, IEEE Comput. Graph. Appl., Computer Graphics & Applications 2007, vol. 27, no. 2, 2007, pp. 32-42
- Wrotek, Chadwicke Jenkins, and McGuire, World space torques for character animation under simulation, SIGGRAPH '06: ACM SIGGRAPH 2006 Sketches}, The SIGGRAPH 2006 Sketches program, New York, NY, USA: ACM, 2006, 30 pages
- McGuire and Matusik, Real-time triangulation matting using passive polarization, SIGGRAPH '06: ACM SIGGRAPH 2006 Sketches, Presented at the SIGGRAPH 2006 Sketches program, New York, NY, USA: ACM, 2006, 88 pages
- Wrotek, Chadwicke Jenkins, and McGuire, Dynamo: Dynamic, data-driven character control with adjustable balance, sandbox '06: Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames, ACM Sandbox Symposium on Video Games 2006, New York, NY, USA: ACM, 2006, pp. 61-70
- McGuire, Matusik, and Yerazunis, Practical, real-time studio matting using dual imagers, Eurographics Symposium on Rendering 2006, 2006
- McGuire and Fein, Real-time cartoon rendering of smoke and clouds, NPAR '06: Proceedings of the 4th international symposium on Non-photorealistic animation and rendering, in Proceedings of ACM SIGGRAPH Symposium on Non Photorealistic Animation and Rendering (NPAR'06), 2006, pp. 21-26
- McGuire, Stathis, Pfister, and Krishnamurthi, Abstract Shade Trees, I3D '06: Proceedings of the 2006 symposium on Interactive 3D graphics and games, in Proceedings of ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D'06), New York, NY, USA: ACM, 2006, pp. 79-86 - Harvard Extension School '05 Best Thesis Award
- McGuire, A real-time, controllable simulator for plausible smoke, Brown University, Brown University Technical Report 2006., March, 2006
- McGuire, Matusik, Pfister, F. Hughes, and Durand, Defocus Video Matting, ACM Trans. Graph., ACM SIGGRAPH 2005, vol. 24, no. 3, New York, NY, USA: ACM Press, 2005, pp. 567-576
- McGuire, Computational Videography with a Single-Axis, Multi-Parameter Lens Camera, Brown University, Ph.D. Thesis at the Brown University Computer Science Department, August, 2005
- McGuire and Sibley, A Heightfield on an Isometric Grid, Department of Computer Science at Brown University, ACM SIGGRAPH 2004 Sketch, Technical Report CS-05-14, October, 2006
- Becker, Greenlee, Lemmerman, McGuire, Musurca, and Wardrip-Fruin, Cave Writing: Toward a Platform for Literary Immersive VR, ACM SIGGRAPH 2005 Sketch, August 2, 2005
- McGuire, The SuperShader, ShaderX^4, Published in ShaderX4., 2005, pp. 485-498
- McGuire and Matusik, Defocus difference matting, SIGGRAPH Sketch, ACM SIGGRAPH 2005 Sketch, August 2, 2005
- McGuire, Hughes, Matusik, Pfister, Durand, and Nayar, A Configurable Single-Axis, Multi-Parameter Lens Camera, Poster at the Symposium on Computational Photography and Video, MIT, May 24, 2005
- Wrotek, Rice, and McGuire, Real-Time Collision Deformations, Journal of Graphics Tools, Journal of Graphics Tools 2005 (JGT'05)., vol. 10, no. 5, 2005 - 1st place in ACM SIGGRAPH '04 Student Research Competition
- Vetro, McGuire, Matusik, Behrens, Lee, and Pfister, Multiview video test sequences from MERL for the MPEG multiview working group. ISO/IEC JTC1/SC29/WG11 Document m12077, April 2005
- McGuire and McGuire, Steep Parallax Mapping, I3D 2005 Poster, I3D 2005 Poster; Brown Web Report, April 1, 2005
- McGuire, Observations on Silhouette Sizes, jgt, Journal of Graphics Tools, vol. 9, no. 1, 2004, pp. 1-12
- McGuire, Effective Shadow Volume Rendering, Published in GPU Gems, 2004, pp. 137-166 - Game Developer Magazine "Front Line" Award for Books
- McGuire, A Game Developer's Review of SIGGRAPH 2004, http://www.gamasutra.com/features/20040830/mcguire_01.shtml, Gamasutra, August, 2004
- Bromberg-Martin, Jonsson, Marai, and McGuire, Hybrid Billboard Clouds for Model Simplification, Poster at ACM SIGGRAPH 2004, August, 2004
- McGuire and Sibley, A Heightfield on an Isometric Grid. ACM SIGGRAPH 2004 Sketch, August 2004
- McGuire, Fein, and Hartnett, Real-Time Cartoon Rendering of Smoke. ACM Student Research Competition Talk and ACM SIGGRAPH Poster, Los Angeles, CA, August 2004
- Wrotek, Rice, and McGuire, Real-Time Bump Map Deformations. Poster and ACM Student Research Competition Talk at ACM SIGGRAPH 2004, Los Angeles, CA, August 2004
- McGuire and F. Hughes, Hardware Determined Edge Features, Proceedings of the 3rd international symposium on Non-photorealistic animation and rendering, Presented at NPAR 2004., 2004
- Stone, Tao, and McGuire, Analysis of image registration noise due to rotationally dependent aliasing, Journal of Visual Communication and Image Registration, vol 14, pp. 114-135, 2003
- McGuire, A Game Developer's Review of SIGGRAPH 2003, http://www.flipcode.com/misc/siggraph2003.shtml, flipcode, July, 2003
- McGuire, Rendering Quake3 Maps. http://graphics.cs.brown.edu/games/quake/quake3.html, July 11, 2003
- McGuire, Hughes, Egan, Kilgard, and Everitt, Fast, Practical, and Robust Shadows, NVIDIA Corporation, NVIDIA Technical Report, November 23, 2003
- McGuire, Krishnamurthi, and Hughes, Programming Languages for Compressing Graphics, ESOP 2002, in Proceedings of European Symposium on Programming 2002, June, 2002
- McGuire, A Game Developer's Review of SIGGRAPH 2002: San Antonio, http://www.flipcode.com/misc/siggraph2002.shtml, flipcode, July, 2002
- McGuire, Image Registration Method. United States Patent 6,266,452 issued July 24, 2001
- McGuire, A Game Developer's Review of SIGGRAPH 2001, http://www.flipcode.com/misc/siggraph2001.shtml, flipcode, July, 2001
- McGuire, A Game Developer's Review of SIGGRAPH 2000: New Orleans, http://www.flipcode.com/misc/siggraph2000.shtml, flipcode, July, 2000
- McGuire and S. Stone, Techniques for Multiresolution Image Registration in the Presence of Occlusions, IEEE Transactions on Geoscience and Remote Sensing, IEEE Transactions on Geoscience and Remote Sensing, vol. 38, no. 3, May, 2000, pp. 1476-1478
- S. Stone, Le Moigne, and McGuire, The Translation Sensitivity of Wavelet-Based Registration, IEEE Trans. Pattern Anal. Mach. Intell., IEEE Transactions on Pattern Analysis and Machine Intelligence, vol. 21, no. 10, Washington, DC, USA: IEEE Computer Society, 1999, pp. 1074-1081
- McGuire, An Image Registration Technique for Recovering Rotation, Scale and Translation Parameters, NEC Tech Report, NEC Tech Report, February, 1998
- Stone, LeMoigne, and McGuire. The translation sensitivity of wavelet-based registration. in Proceedings of the 26th AIPR Workshop, Proceedings of the SPIE, Exploiting New Image Sources and Sensors 3240:116-125, 1997 BibTex
- McGuire and S. Stone, Techniques for Multi-Resolution Image Registration in the Presence of Occlusions, Image Registration Workshop, November 20-21, 1997