Abstract is missing.
- The Visual Vulnerability Spectrum: Characterizing Architectural Vulnerability for Graphics HardwareJeremy W. Sheaffer, David P. Luebke, Kevin Skadron. 9-16 [doi]
- A Digital Rights Enabled Graphics Processing SystemWeidong Shi, Hsien-Hsin S. Lee, Richard M. Yoo, Alexandra Boldyreva. 17-26 [doi]
- Minimum Triangle Separation for Correct Z-Buffer OcclusionKurt Akeley, Jonathan Su. 27-30 [doi]
- Distributed Texture Memory in a Multi-GPU EnvironmentAdam Moerschell, John D. Owens. 31-38 [doi]
- Realistic Soft Shadows by Penumbra-Wedges BlendingVincent Forest, Loïc Barthe, Mathias Paulin. 39-47 [doi]
- GPU-Accelerated Deep Shadow Maps for Direct Volume RenderingMarkus Hadwiger, Andrea Kratz, Christian Sigg, Katja Bühler. 49-52 [doi]
- Non-interleaved Deferred Shading of Interleaved Sample PatternsBenjamin Segovia, Jean Claude Iehl, Richard Mitanchey, Bernard Péroche. 53-60 [doi]
- Quadtree Relief MappingMarc F. A. Schroders, Rob van Gulik. 61-66 [doi]
- B-KD Trees for Hardware Accelerated Ray Tracing of Dynamic ScenesSven Woop, Gerd Marmitt, Philipp Slusallek. 67-77 [doi]
- Efficient Video Decoding on GPUs by Point Based RenderingBo Han, Bingfeng Zhou. 79-86 [doi]
- Pseudorandom Number Generation on the GPUMyles Sussman, William Crutchfield, Matthew Papakipos. 87-94 [doi]
- High Quality Normal Map CompressionJacob Munkberg, Tomas Akenine-Möller, Jacob Ström. 95-101 [doi]
- Efficient Depth Buffer CompressionJon Hasselgren, Tomas Akenine-Möller. 103-110 [doi]
- Compressed Lossless Texture Representation and CachingTetsugo Inada, Michael D. McCool. 111-120 [doi]