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: Hardware Architecture
- The Visual Vulnerability Spectrum: Characterizing Architectural Vulnerability for Graphics Hardware
-
Jeremy Sheaffer
(University of Virginia)
David Luebke
(NVIDIA Research),
Kevin Skadron
(University of Virginia)
- A Digital Rights Enabled Graphics Processing System
-
Weidong Shi
(Motorola Application Research Lab),
Hsien-Hsin “Sean” Lee,
Richard Myungon Yoo,
Alexandra Boldyreva
(Georgia Institute of Technology)
- Minimum Triangle Separation for Correct Z-Buffer Occlusion
-
Kurt Akeley,
Jonathan Su
(Microsoft Research Asia)
- Distributed Texture Memory in a Multi-GPU Environment
-
Adam Moerschell,
John D. Owens
(University of California, Davis)
Session 2:Realistic Rendering on GPUs
- Realistic Soft Shadows by Penumbra-Wedges Blending
-
Vincent Forest
Loïc Barthe,
Mathias Paulin
(IRIT-UPS-CNRS)
- GPU-Accelerated Deep Shadow Maps for Direct Volume Rendering
-
Markus Hadwiger,
Andrea Kratz
(VRVis Research Center),
Christian Sigg
(ETH Zurich),
Katja Bühler
(VRVis Research Center)
- Non-interleaved Deferred Shading of Interleaved Sample Patterns
-
Benjamin Segovia,
Jean-Claude Iehl
(LIRIS University LYON I),
Richard Mitanchey
(LASH - ENTPE),
Bernard Péroche
(LIRIS University LYON I)
- Quadtree Relief Mapping
-
Mark Schroders,
Rob van Gulik
(Eximion)
Session 3: Algorithms in Hardware
- B-KD Trees for Hardware Accelerated Ray Tracing of Dynamic Scenes
-
Sven Woop,
Gerd Marmitt,
Philipp Slusallek
(Saarland University)
- Efficient Video Decoding on GPUs by Point Based Rendering
-
Bo Han,
Bingfeng Zhou
(Peking University)
- Pseudorandom Number Generation on the GPU
-
Myles Sussman,
William Crutchfield,
Matthew Papakipos
(PeakStream)
Session 4: Compression
- High Quality Normal Map Compression
-
Jacob Munkberg,
Tomas Akenine-Möller
(Lund University),
Jacob Ström
(Ericsson Research)
- Efficient Depth Buffer Compression
-
Jon Hasselgren
Tomas Akenine-Möller
(Lund University)
- Compressed Lossless Texture Representation and Caching
-
Tetsugo Inada
(University of Waterloo,
Sony),
Michael McCool
(University of Waterloo,
RapidMind)
tor@acm.org