Abstract is missing.
- GPU-accelerated high-quality hidden surface removalDaniel Wexler, Larry Gritz, Eric Enderton, Jonathan Rice. 7-14 [doi]
- KD-tree acceleration structures for a GPU raytracerTim Foley, Jeremy Sugerman. 15-22 [doi]
- Split-plane shadow volumesSamuli Laine. 23-32 [doi]
- Hexagonal storage scheme for interleaved frame buffers and texturesYosuke Bando, Takahiro Saito, Masahiro Fujita. 33-40 [doi]
- A fast, energy-efficient z-comparatorJustin Hensley, Montek Singh, Anselmo Lastra. 41-44 [doi]
- A hardware architecture for multi-resolution volume renderingGregor Wetekam, Dirk Staneker, Urs Kanus, Michael Wand. 45-51 [doi]
- Hardware-compatible vertex compression using quantization and simplificationBudirijanto Purnomo, Jonathan Bilodeau, Jonathan D. Cohen, Subodh Kumar. 53-61 [doi]
- ::::i::::PACKMAN: high-quality, low-complexity texture compression for mobile phonesJacob Ström, Tomas Akenine-Möller. 63-70 [doi]
- A reconfigurable architecture for load-balanced renderingJiawen Chen, Michael I. Gordon, William Thies, Matthias Zwicker, Kari Pulli, Frédo Durand. 71-80 [doi]
- Fully procedural graphicsTurner Whitted, James T. Kajiya. 81-90 [doi]
- Optimal automatic multi-pass shader partitioning by dynamic programmingAlan Heirich. 91-98 [doi]
- Generic mesh refinement on GPUTamy Boubekeur, Christophe Schlick. 99-104 [doi]
- Modified noise for evaluation on graphics hardwareMarc Olano. 105-110 [doi]