Abstract is missing.
- SSLPV: Subsurface Light Propagation VolumesJesper Børlum, Brian Bunch Christensen, Thomas Kim Kjeldsen, Peter Trier Mikkelsen, Karsten Østergaard Noe, Jens Rimestad, Jesper Mosegaard. 7-14 [doi]
- Real-Time Diffuse Global Illumination Using Radiance HintsGeorgios Papaioannou. 15-24 [doi]
- The Alchemy Screen-Space Ambient Obscurance AlgorithmMorgan McGuire, Brian Osman, Michael Bukowski, Padraic Hennessy. 25-32 [doi]
- Voxelized Shadow VolumesChris Wyman. 33-40 [doi]
- Improving SIMD Efficiency for Parallel Monte Carlo Light Transport on the GPUDietger van Antwerpen. 41-50 [doi]
- Active Thread Compaction for GPU Path TracingIngo Wald. 51-58 [doi]
- Simpler and Faster HLBVH with Work QueuesKirill Garanzha, Jacopo Pantaleoni, David K. McAllister. 59-64 [doi]
- MSBVH: An Efficient Acceleration Data Structure for Ray Traced Motion BlurLeonhard Gruenschloß, Martin Stich, Sehera Nawaz, Alexander Keller. 65-70 [doi]
- SAH KD-Tree Construction on GPUZhefeng Wu, Fukai Zhao, Xinguo Liu. 71-78 [doi]
- High-Performance Software Rasterization on GPUsSamuli Laine, Tero Karras. 79-88 [doi]
- Randomized Selection on the GPULaura Monroe, Joanne Wendelberger, Sarah Michalak. 89-98 [doi]
- VoxelPipe: A Programmable Pipeline for 3D VoxelizationJacopo Pantaleoni. 99-106 [doi]
- Hierarchical Stochastic Motion Blur RasterizationJacob Munkberg, Petrik Clarberg, Jon Hasselgren, Robert Toth, Masamichi Sugihara, Tomas Akenine-Möller. 107-118 [doi]
- Adaptive TransparencyMarco Salvi, Jefferson Montgomery, Aaron E. Lefohn. 119-126 [doi]
- Depth Buffer Compression for Stochastic Motion Blur RasterizationMagnus Andersson, Jon Hasselgren, Tomas Akenine-Möller. 127-134 [doi]
- Farthest-Point Optimized Point Sets with Maximized Minimum DistanceThomas Schlömer, Daniel Heck, Oliver Deussen. 135-142 [doi]
- An Inexpensive Bounding Representation for Offsets of Quadratic CurvesErik Ruf. 143-150 [doi]
- Rapid Simplifi cation of Multi-Attribute MeshesAndrew Willmott. 151-158 [doi]
- Precision Selection for Energy-Effi cient Pixel ShadersJeff Pool, Anselmo Lastra, Montek Singh. 159-168 [doi]
- Primitive Processing and Advanced Shading Architecture for Embedded SpaceMax Kazakov, Eisaku Ohbuchi. 169-176 [doi]
- Lossless Compression of Already Compressed TexturesJacob Ström, Per Wennersten. 177-182 [doi]