Abstract is missing.
- GPU Color QuantizationAndrew Chi-Sing Leung, Tze-Yui Ho, Yi Xiao. 3-13 [doi]
- As Simple as Possible Tessellation for Interactive ApplicationsTamy Boubekeur. 33-39 [doi]
- Rule-Based Geometry Synthesis in Real-TimeMilán Magdics, Gergely Klár. 41-66 [doi]
- GPU-Based NURBS Geometry Evaluation and RenderingGraham Hemingway. 67-85 [doi]
- Polygonal-Functional Hybrids for Computer Animation and GamesDenis Kravtsov, Oleg Fryazinov, Valery Adzhiev, Alexander A. Pasko, Peter Comninos. 87-114 [doi]
- Quadtree Displacement Mapping with Height BlendingMichal Drobot. 117-138 [doi]
- NPR Effects Using the Geometry ShaderPedro Hermosilla, Pere-Pau Vázquez. 140-165 [doi]
- Alpha Blending as a Post-ProcessBenjamin Hathaway. 167-184 [doi]
- Virtual Texture Mapping 101Matthäus G. Chajdas, Christian Eisenacher, Marc Stamminger, Sylvain Lefebvre 0001. 185-195 [doi]
- Fast, Stencil-Based Multiresolution Splatting for Indirect IlluminationChris Wyman, Greg Nichols, Jeremy Shopf. 199-213 [doi]
- Screen-Space Directional OcclusionThorsten Grosch, Tobias Ritschel. 215-230 [doi]
- Real-Time Multi-Bounce Ray-Tracing with Geometry ImpostorsPéter Dancsik, László Szécsi. 231-244 [doi]
- Anisotropic Kuwahara Filtering on the GPUJan Eric Kyprianidis, Henry Kang, Jürgen Döllner. 247-264 [doi]
- Edge Anti-aliasing by Post-ProcessingHugh Malan. 265-289 [doi]
- Environment Mapping with Floyd-Steinberg HalftoningLászló Szirmay-Kalos, László Szécsi, Anton A. Penzov. 291-304 [doi]
- Hierarchical Item Buffers for Granular Occlusion CullingThomas Engelhardt, Carsten Dachsbacher. 305-314 [doi]
- Realistic Depth of Field in PostproductionDávid Illés, Peter Horváth. 315-326 [doi]
- Real-Time Screen Space Cloud LightingKaori Kubota. 327-333 [doi]
- Screen-Space Subsurface ScatteringJorge Jimenez, Diego Gutierrez. 335-351 [doi]
- Touchscreen-Based User InteractionAndrea Bizzotto. 375-383 [doi]
- iPhone 3GS Graphics Development and Optimization StrategiesAndrew Senior. 385-395 [doi]
- Optimizing a 3D UI Engine for Mobile DevicesHyunwoo Ki. 397-411 [doi]
- Hybrid Min/Max Plane-Based Shadow MapsHolger Grün. 447-454 [doi]
- ShadowMapping for Omnidirectional Light Using Tetrahedron MappingHung-Chien Liao. 455-475 [doi]
- Screen Space Soft ShadowsJesús Gumbau, Miguel Chover, Mateu Sbert. 477-491 [doi]
- Multi-Fragment Effects on the GPU Using Bucket SortMeng-Cheng Huang, Fang Liu, Xuehui Liu, Enhua Wu. 495-508 [doi]
- Parallelized Light Pre-Pass Rendering with the Cell Broadband EngineSteven Tovey, Stephen McAuley. 509-528 [doi]
- Porting Code between Direct3D9 and OpenGL 2.0Wojciech Sterna. 529-540 [doi]
- Practical Thread Rendering for DirectX 9David Pangerl. 541-546 [doi]
- Stylized Rendering in SporeShalin Shodhan, Andrew Willmott. 549-560 [doi]
- Rendering Techniques in Call of JuarezPawel Rohleder, Maciej Jamrozik. 561-569 [doi]
- Making it Large, Beautiful, Fast and ConsistentEmil Persson. 571-596 [doi]
- Destructible Volumetric TerrainMarek Rosa. 597-609 [doi]
- Parallelized Implementation of Universal Visual ComputerTze-Yui Ho, Ping-Man Lam, Chi-Sing Leung. 613-622 [doi]
- Accelerating Virtual Texturing Using CUDACharles-Frederik Hollemeersch, Bart Pieters, Peter Lambert, Rik Van de Walle. 623-642 [doi]
- Efficient Rendering of Highly Detailed Volumetric Scenes with Giga VoxelsCyril Crassin, Fabrice Neyret, Miguel Sainz, Elmar Eisemann. 643-677 [doi]
- Spatial Binning on the GPUChristopher Oat, Joshua Barczak, Jeremy Shopf. 679-692 [doi]
- Real-Time Interaction between Particles and the Dynamic Mesh onthe GPUVlad Alexandrov. 693-706 [doi]