Page maintained by Tim
Rowley. If you have additions or changes, send an
e-mail.
Note that when possible I link to the page containing the link
to the actual PDF or PS of the preprint. I prefer this as it
gives some context to the paper and avoids possible copyright
problems with direct linking. Thus you may need to
search on the page to find the actual document.
Changelog
Session 1: Rendering
- A Quadrilateral Rendering Primitive
-
Kai Hormann,
Marco Tarini
- A Hierarchical Shadow Volume Algorithm (project page)
-
Timo Aila,
Tomas Akenine-Müller
- Squeeze: Numerical-Precision-Optimized Volume Rendering
-
Ingmar Bitter,
Neophytos
Neophytou,
Klaus Mueller,
Arie E. Kaufman
Session 2: Compilation
- Mio: Fast Multipass Partitioning via Priority-Based
Instruction Scheduling
-
Andrew T. Riffel,
Aaron E. Lefohn,
Kiril Vidimce,
Mark Leone,
John D. Owens
- Efficient Partitioning of Fragment Shaders for
Multiple-Output Hardware
-
Tim Foley,
Mike Houston,
Pat Hanrahan
Session 4: Texturing
- Tile-Based Texture Mapping on Graphics Hardware
-
Li-Yi Wei
- Silhouette Maps for Improved Texture Magnification
-
Pradeep Sen
Session 5: Architectures
- VIEW: A View-Independent Graphics Rendering Architecture
-
Jason
Stewart,
Eric Bennett,
Leonard McMillan
- A Flexible Simulation Framework for Graphics Architectures
-
Jeremy W. Sheaffer,
David Luebke,
Kevin Skadron
- Realtime Ray Tracing of Dynamic Scenes on an FPGA Chip
-
Joerg
Schmittler,
Sven Woop,
Daniel Wagner,
Philipp Slusallek,
Wolfgang J. Paul
- A Programmable Vertex Shader with Fixed-Point SIMD Datapath for
Low Power Wireless Applications (group page)
-
Ju-Ho Sohn,
Ramchan
Woo,
Hoi-Jun Yoo
Session 6: Computation
- UberFlow: A GPU-Based Particle Engine
-
Peter Kipfer,
Marc Segal,
Rüdiger Westermann
- Hardware-based Simulation and Collision Detection for Large Particle
Systems
-
Andreas Kolb,
Lutz Latta,
Christof Rezk-Salama
- Understanding the Efficiency of GPU Algorithms for Matrix-Matrix
Multiplication
-
Kayvon Fatahalian,
Jeremy Sugerman,
Pat Hanrahan
tor@acm.org