Journal: J. Graphics Tools

Volume 11, Issue 4

1 -- 16Fábio F. Bernardon, Christian Azambuja Pagot, João Luiz Dihl Comba, Cláudio T. Silva. GPU-Based Tiled Ray Casting Using Depth Peeling
17 -- 37Peiran Liu, Nicolas D. Georganas, Gerhard Roth. Handling Rapid Interference Detection of Progressive Meshes Using Active Bounding Trees
39 -- 60Ian Fischer, Craig Gotsman. Fast Approximation of High-Order Voronoi Diagrams and Distance Transforms on the GPU
61 -- 71David Cline, Kevin L. Steele, Parris K. Egbert. Lightweight Bounding Volumes for Ray Tracing

Volume 11, Issue 3

1 -- 16Janne Kontkanen, Samuli Laine. Sampling Precomputed Volumetric Lighting
17 -- 26Zhong Li, Lizhuang Ma. A Bidirectional Generating Algorithm for Rational Parametric Curves
27 -- 45Miguel R. Zuniga, Jeffrey K. Uhlmann. Ray Queries with Wide Object Isolation and the DE-Tree
47 -- 71Allen R. Sanderson, Robert M. Kirby, Chris R. Johnson, Lingfa Yang. Advanced Reaction-Diffusion Models for Texture Synthesis

Volume 11, Issue 2

1 -- 16Carsten Benthin, Ingo Wald, Philipp Slusallek. Techniques for Interactive Ray Tracing of Bézier Surfaces
17 -- 26Mohamed-Hamed Mousa, Raphaëlle Chaine, Samir Akkouche. Direct Spherical Harmonic Transform of a Triangulated Mesh
27 -- 36Thouis R. Jones. Efficient Generation of Poisson-Disk Sampling Patterns
37 -- 50Stephane Redon, Ming C. Lin. A Fast Method for Local Penetration Depth Computation
51 -- 57Michael Kallay. Computing the Moment of Inertia of a Solid Defined by a Triangle Mesh

Volume 11, Issue 1

1 -- 12J. Dylan Lacewell, David Edwards, Peter Shirley, William B. Thompson. Stochastic Billboard Clouds for Interactive Foliage Rendering
13 -- 36Aner Ben-Artzi, Ravi Ramamoorthi, Maneesh Agrawala. Efficient Shadows for Sampled Environment Maps
37 -- 50YingLiang Ma, W. Terry Hewitt, Martin Turner. A High-Performance Method for Calculating the Minimum Distance between Two 2D and 3D NURBS Curves
51 -- 59Arne Dür. An Improved Normalization for the Ward Reflectance Model
61 -- 71Jack Tumblin. Exact Two-Dimensional Integration inside Quadrilateral Boundaries