Abstract is missing.
- A Low-Cost Memory Architecture For PCI-Based Interactive Ray CastingMichael C. Doggett, Michael Meißner, Urs Kanus. 7-14 [doi]
- Hybrid Volume and Polygon Rendering with Cube HardwareKevin Kreeger, Arie E. Kaufman. 15-24 [doi]
- TRIANGLECASTER Extensions To 3BTexturing Units For Accelerated Volume RenderingGünter Knittel. 25-34 [doi]
- Fast Footprint MlPmappingTobias Hüttner, Wolfgang Straßer. 35-44 [doi]
- Antialiased Parameterized Solid Texturing Simplified for Consumer- Level Hardware ImplementationJohn C. Hart, Nate Carr, Masaki Karneya, Stephen A. Tibbitts, Terrance J. Coleman. 45-54 [doi]
- Multiresolution Rendering With Displacement MappingStefan Gumhold, Tobias Hüttner. 55-66 [doi]
- Optimal Depth Buffer for Low-Cost Graphics HardwareEugene Lapidous, Guofang Jiao. 67-74 [doi]
- Adaptive Hierarchical Visibility in a Tiled ArchitectureFeng Xie, Michael Shantz. 75-84 [doi]
- Z3: An Economical Hardware Technique for High-Quality Antialiasing and TransparencyNorman P. Jouppi, Chun-Fa Chang. 85-94 [doi]
- Parallel Texture CachingHoman Igehy, Matthew Eldridge, Pat Hanrahan. 95-106 [doi]
- Load Balancing for Multi-Projector Rendering SystemsRudrajit Samanta, Jiannan Zheng, Thomas A. Funkhouser, Kai Li, Jaswinder Pal Singh. 107-116 [doi]
- Texture ShadersMichael D. McCool, Wolfgang Heidrich. 117-126 [doi]