Abstract is missing.
- Automatic shader level of detailMarc Olano, Bob Kuehne, Maryann Simmons. 7-14 [doi]
- Mesh mutation in programmable graphics hardwareLe-Jeng Shiue, Vineet Goel, Jörg Peters. 15-24 [doi]
- CULLIDE: interactive collision detection between complex models in large environments using graphics hardwareNaga K. Govindaraju, Stephane Redon, Ming C. Lin, Dinesh Manocha. 25-32 [doi]
- An optimized soft shadow volume algorithm with real-time performanceUlf Assarsson, Michael Dougherty, Michael Mounier, Tomas Akenine-Möller. 33-40 [doi]
- Photon mapping on programmable graphics hardwareTimothy J. Purcell, Craig Donner, Mike Cammarano, Henrik Wann Jensen, Pat Hanrahan. 41-50 [doi]
- GPU algorithms for radiosity and subsurface scatteringNathan A. Carr, Jesse D. Hall, John C. Hart. 51-59 [doi]
- 3D graphics LSI core for mobile phone Z3D Masatoshi Kameyama, Yoshiyuki Kato, Hitoshi Fujimoto, Hiroyasu Negishi, Yukio Kodama, Yoshitsugu Inoue, Hiroyuki Kawai. 60-67 [doi]
- An effective hardware architecture for bump mapping using angular operationS. G. Lee, W. C. Park, W. J. Lee, T. D. Han, S. B. Yang. 68-75 [doi]
- VoxelCache: a cache-based memory architecture for volume graphicsUrs Kanus, Gregor Wetekam, Johannes Hirche. 76-83 [doi]
- Texture compression using low-frequency signal modulationSimon Fenney. 84-91 [doi]
- Simulation of cloud dynamics on graphics hardwareMark J. Harris, William V. Baxter, Thorsten Scheuermann, Anselmo Lastra. 92-101 [doi]
- A multigrid solver for boundary value problems using programmable graphics hardwareNolan Goodnight, Cliff Woolley, Gregory Lewin, David P. Luebke, Greg Humphreys. 102-111 [doi]
- The FFT on a GPUKenneth Moreland, Edward Angel. 112-119 [doi]