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
- GPU-Accelerated High-Quality Hidden Surface Removal
-
Daniel Wexler,
Larry Gritz,
E. Enderton,
J. Rice
- KD-Tree Acceleration Structures for a GPU Raytracer
-
Tim Foley,
Jeremy Sugerman
- Split-Plane Shadow Volumes
-
Samuli Laine
Session 2: Hardware
- Hexagonal Storage Scheme for Interleaved Frame Buffers and
Textures
-
Yosuke Bando,
T. Saito,
M. Fujita
- A Fast, Energy-Efficient Z-Comparator
-
Justin Hensley,
Montek Singh,
Anselmo Lastra
- A Hardware Architecture for Multi-Resolution Volume Rendering
-
Gregor Wetekam,
Dirk Staneker,
Urs Kanus,
Michael Wand
Session 3: Architectures and Compression
- Hardware-Compatible Vertex Compression Using Quantization and Simplification
-
Budirijanto Purnomo,
Jonathan Bilodeau,
Jonathan D. Cohen,
Subodh Kumar
- iPACKMAN: High-Quality, Low-Complexity Texture Compression for
Mobile Phones
-
Jacob Ström,
Tomas Akenine-Möller
- A Reconfigurable Architecture for Load-Balanced Rendering
-
Jiawen Chen,
Michael I. Gordon,
William Thies,
Matthias Zwicker,
Kari Pulli,
Frédo Durand
- Fully Procedural Graphics
-
Turner Whitted,
Jim Kajiya
Session 4: Compilation and Algorithms
- Optimal Automatic Multi-pass Shader Partitioning by Dynamic Programming (PDF)
-
Alan Heirich
- Generic Mesh Refinement on GPU
-
T. Boubekeur,
Christophe Schlick
- Modified Noise for Evaluation on Graphics Hardware
-
Marc Olano
tor@acm.org