Abstract is missing.
- A quadrilateral rendering primitiveKai Hormann, Marco Tarini. 7-14 [doi]
- A hierarchical shadow volume algorithmTimo Aila, Tomas Akenine-Möller. 15-23 [doi]
- Squeeze: numerical-precision-optimized volume renderingIngmar Bitter, Neophytos Neophytou, Klaus Mueller, Arie E. Kaufman. 25-34 [doi]
- Mio: fast multipass partitioning via priority-based instruction schedulingAndrew Riffel, Aaron E. Lefohn, Kiril Vidimce, Mark Leone, John D. Owens. 35-44 [doi]
- Efficient partitioning of fragment shaders for multiple-output hardwareTim Foley, Mike Houston, Pat Hanrahan. 45-53 [doi]
- Tile-based texture mapping on graphics hardwareLi-Yi Wei. 55-63 [doi]
- Silhouette maps for improved texture magnificationPradeep Sen. 65-73 [doi]
- PixelView: a view-independent graphics rendering architectureJason Stewart, Eric P. Bennett, Leonard McMillan. 75-84 [doi]
- A flexible simulation framework for graphics architecturesJeremy W. Sheaffer, David P. Luebke, Kevin Skadron. 85-94 [doi]
- Realtime ray tracing of dynamic scenes on an FPGA chipJörg Schmittler, Sven Woop, Daniel Wagner, Wolfgang J. Paul, Philipp Slusallek. 95-106 [doi]
- A programmable vertex shader with fixed-point SIMD datapath for low power wireless applicationsJu-Ho Sohn, Ramchan Woo, Hoi-Jun Yoo. 107-114 [doi]
- UberFlow: a GPU-based particle enginePeter Kipfer, Mark Segal, Rüdiger Westermann. 115-122 [doi]
- Hardware-based simulation and collision detection for large particle systemsAndreas Kolb, Lutz Latta, Christof Rezk-Salama. 123-131 [doi]
- Understanding the efficiency of GPU algorithms for matrix-matrix multiplicationKayvon Fatahalian, Jeremy Sugerman, Pat Hanrahan. 133-137 [doi]