Abstract is missing.
- Spherical blend skinning: a real-time deformation of articulated modelsJirí Zára. 9-16 [doi]
- Pose-independent simplification of articulated meshesChristopher DeCoro, Szymon Rusinkiewicz. 17-24 [doi]
- Reducing blendshape interference by selected motion attenuationJohn P. Lewis, Jonathan Mooser, Zhigang Deng, Ulrich Neumann. 25-29 [doi]
- A general algorithm for output-sensitive visibility preprocessingSamuli Laine. 31-40 [doi]
- Ambient occlusion fieldsJanne Kontkanen, Samuli Laine. 41-48 [doi]
- Interactive visibility ordering and transparency computations among geometric primitives in complex environmentsNaga K. Govindaraju, Michael Henson, Ming C. Lin, Dinesh Manocha. 49-56 [doi]
- Interest management middleware for networked gamesGraham Morgan, Fengyun Lu, Kier Storey. 57-64 [doi]
- A camera-based interface for interaction with mobile handheld computersMartin Hachet, Joachim Pouderoux, Pascal Guitton. 65-72 [doi]
- HoverCam: interactive 3D navigation for proximal object inspectionAzam Khan, Ben Komalo, Jos Stam, George W. Fitzmaurice, Gordon Kurtenbach. 73-80 [doi]
- What you see is what you snap: snapping to geometry deformed on the GPUHarlen Costa Batagelo, Shin-Ting Wu. 81-86 [doi]
- User interfaces for interactive control of physics-based 3D charactersPeng Zhao, Michiel van de Panne. 87-94 [doi]
- Geopostors: a real-time geometry / impostor crowd rendering systemSimon Dobbyn, John Hamill, Keith O Conor, Carol O Sullivan. 95-102 [doi]
- Automatic impostor placement for guaranteed frame rates and low memory requirementsStefan Jeschke, Michael Wimmer, Heidrun Schumann, Werner Purgathofer. 103-110 [doi]
- Volume catcherShigeru Owada, Frank Nielsen, Takeo Igarashi. 111-116 [doi]
- A lighting model for general participating mediaKyle Hegeman, Michael Ashikhmin, Simon Premoze. 117-124 [doi]
- Towards space: time light field renderingHuamin Wang, Ruigang Yang. 125-132 [doi]
- Real-time reflection mapping with parallaxJingyi Yu, Jason C. Yang, Leonard McMillan. 133-138 [doi]
- Interactive deformation of light fieldsBilly Chen, Eyal Ofek, Heung-Yeung Shum, Marc Levoy. 139-146 [doi]
- Sketching mesh deformationsYoungihn Kho, Michael Garland. 147-154 [doi]
- Real-time relief mapping on arbitrary polygonal surfacesFabio Policarpo, Manuel M. Oliveira, João Luiz Dihl Comba. 155-162 [doi]
- Texture sprites: texture elements splatted on surfacesSylvain Lefebvre, Samuel Hornus, Fabrice Neyret. 163-170 [doi]
- Adaptive sampling of intersectable models exploiting image and object-space coherenceAnders Adamson, Marc Alexa, Andrew Nealen. 171-178 [doi]
- Broad-phase collision detection using semi-adjusting BSP-treesRodrigo G. Luque, João Luiz Dihl Comba, Carla Maria Dal Sasso Freitas. 179-186 [doi]
- Level-of-detail representation of bidirectional texture functions for real-time renderingWan-Chun Ma, Sung-Hsiang Chao, Yu-Ting Tseng, Yung-Yu Chuang, Chun-Fa Chang, Bing-Yu Chen, Ming Ouhyoung. 187-194 [doi]
- ::::ZP::::+: correct ::::Z-pass:::: stencil shadowsSamuel Hornus, Jared Hoberock, Sylvain Lefebvre, John C. Hart. 195-202 [doi]
- Reflective shadow mapsCarsten Dachsbacher, Marc Stamminger. 203-231 [doi]