Abstract is missing.
- Theory and Analysis of Higher-Order Motion Blur RasterizationCarl Johan Gribel, Jacob Munkberg, Jon Hasselgren, Tomas Akenine-Möller. 7-16 [doi]
- PixelPie: Maximal Poisson-disk Sampling with RasterizationCheuk Yiu Ip, M. Adil Yalc, David Luebke, Amitabh Varshney. 17-26 [doi]
- Out-of-Core Construction of Sparse Voxel OctreesJeroen Baert, Ares Lagae, Philip Dutré. 27-32 [doi]
- Screen-Space Far-Field Ambient ObscuranceVille Timonen. 33-44 [doi]
- Imperfect Voxelized Shadow VolumesChris Wyman, Zeng Dai. 45-52 [doi]
- Lazy Incremental Computation for Efficient Scene Graph RenderingMichael Wörister, Harald Steinlechner, Stefan Maierhofer, Robert F. Tobler. 53-62 [doi]
- Real-time Local Displacement using Dynamic GPU Memory ManagementHenry Schäfer, Benjamin Keinert, Marc Stamminger. 63-72 [doi]
- Real-Time High-Resolution Sparse Voxelization with Application to Image-Based ModelingCharles T. Loop, Cha Zhang, Zhengyou Zhang. 73-80 [doi]
- Efficient BVH Construction via Approximate Agglomerative ClusteringYan Gu, Yong He, Kayvon Fatahalian, Guy E. Blelloch. 81-88 [doi]
- Fast Parallel Construction of High-Quality Bounding Volume HierarchiesTero Karras, Timo Aila. 89-100 [doi]
- On Quality Metrics of Bounding Volume HierarchiesTimo Aila, Tero Karras, Samuli Laine. 101-108 [doi]
- SGRT: A Mobile GPU Architecture for Real-Time Ray TracingWon-Jong Lee, Youngsam Shin, Jaedon Lee, Jin-Woo Kim, Jae-Ho Nah, Seokyoon Jung, Shihwa Lee, Hyun-Sang Park, Tack-Don Han. 109-120 [doi]
- An Energy and Bandwidth Efficient Ray Tracing ArchitectureDaniel Kopta, Konstantin Shkurko, Josef B. Spjut, Erik Brunvand, Al Davis. 121-128 [doi]
- Efficient Divide-And-Conquer Ray Tracing using Ray SamplingKosuke Nabata, Kei Iwasaki, Yoshinori Dobashi, Tomoyuki Nishita. 129-136 [doi]
- Megakernels Considered Harmful: Wavefront Path Tracing on GPUsSamuli Laine, Tero Karras, Timo Aila. 137-144 [doi]