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Sandro Spina
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2020 – today
- 2022
- [c13]Adrian De Barro, Keith Bugeja, Sandro Spina, Mark Magro, Kevin Napoli:
A Lightweight Photon Tracing Method for Visualising Caustics. VISIGRAPP (1: GRAPP) 2022: 188-195 - [c12]Kevin Napoli, Keith Bugeja, Sandro Spina, Mark Magro, Adrian De Barro:
Anvil: A Tool for Visual Debugging of Rendering Pipelines. VISIGRAPP (1: GRAPP) 2022: 196-203 - 2020
- [j3]Mark Magro, Keith Bugeja, Sandro Spina, Kurt Debattista:
Cloud-Based Dynamic GI for Shared VR Experiences. IEEE Computer Graphics and Applications 40(5): 10-25 (2020) - [c11]Mark Magro, Keith Bugeja, Sandro Spina, Kevin Napoli, Adrian De Barro:
Atlas Shrugged: Device-agnostic Radiance Megatextures. VISIGRAPP (1: GRAPP) 2020: 255-262
2010 – 2019
- 2019
- [j2]Keith Bugeja, Kurt Debattista, Sandro Spina:
An asynchronous method for cloud-based rendering. Vis. Comput. 35(12): 1827-1840 (2019) - [c10]Mark Magro, Keith Bugeja, Sandro Spina, Kurt Debattista:
Interactive Cloud-based Global Illumination for Shared Virtual Environments. VS-GAMES 2019: 1-8 - 2018
- [j1]Kurt Debattista, Keith Bugeja, Sandro Spina, Thomas Bashford-Rogers, Vedad Hulusic:
Frame Rate vs Resolution: A Subjective Evaluation of Spatiotemporal Perceived Quality Under Varying Computational Budgets. Comput. Graph. Forum 37(1): 363-374 (2018) - 2017
- [c9]Keith Bugeja, Sandro Spina, Francois Buhagiar:
Telemetry-based optimisation for user training in racing simulators. VS-GAMES 2017: 31-38 - 2015
- [b1]Sandro Spina:
Graph-based segmentation and scene understanding for context-free point clouds. University of Warwick, Coventry, UK, 2015 - 2014
- [c8]Keith Bugeja, Kurt Debattista, Sandro Spina, Alan Chalmers:
Collaborative High-fidelity Rendering over Peer-to-peer Networks. EGPGV@EuroVis 2014: 9-16 - [c7]Sandro Spina, Kurt Debattista, Keith Bugeja, Alan Chalmers:
Scene Segmentation and Understanding for Context-Free Point Clouds. PG (Short Papers) 2014 - [c6]Keith Bugeja, Kurt Debattista, Sandro Spina, Alan Chalmers:
High-Fidelity Graphics for Dynamically Generated Environments Using Distributed Computing. VS-GAMES 2014: 1-8 - [c5]Steven Galea, Kurt Debattista, Sandro Spina:
GPU-Based Selective Sparse Sampling for Interactive High-Fidelity Rendering. VS-GAMES 2014: 1-8 - 2013
- [c4]Elaine Vassallo, Sandro Spina, Kurt Debattista:
Acquisition, Representation and Rendering of Real-World Models using Polynomial Texture Maps in 3D. TPCG 2013: 77-84 - 2012
- [c3]Sandro Spina, Kurt Debattista, Keith Bugeja, Alan Chalmers:
Fast Scalable k-NN Computation for Very Large Point Clouds. TPCG 2012: 85-92 - 2011
- [c2]Sandro Spina, Kurt Debattista, Keith Bugeja, Alan Chalmers:
Point Cloud Segmentation for Cultural Heritage Sites. VAST 2011: 41-48
2000 – 2009
- 2009
- [e1]Kurt Debattista, Cinzia Perlingieri, Denis Pitzalis, Sandro Spina:
10th International Symposium on Virtual Reality, Archaeology, and Cultural Heritage, incorporating the 7th Eurographics Workshop on Graphics and Cultural Heritage, VAST 2009, St. Julian's, Malta, September 22-25, 2009. Eurographics Association 2009, ISBN 978-3-905674-18-7 [contents] - 2004
- [c1]John Abela, François Coste, Sandro Spina:
Mutually Compatible and Incompatible Merges for the Search of the Smallest Consistent DFA. ICGI 2004: 28-39
Coauthor Index
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