Abstract is missing.
- A local image reconstruction algorithm for stochastic renderingPeter Shirley, Timo Aila, Jonathan D. Cohen, Eric Enderton, Samuli Laine, David P. Luebke, Morgan McGuire. 9-14 [doi]
- Subpixel reconstruction antialiasing for deferred shadingMatthäus G. Chajdas, Morgan McGuire, David P. Luebke. 15-22 [doi]
- High quality elliptical texture filtering on GPUPavlos Mavridis, Georgios Papaioannou. 23-30 [doi]
- Transmittance function mappingCyril Delalandre, Pascal Gautron, Jean-Eudes Marvie, Guillaume François. 31-38 [doi]
- Real-time volumetric shadows using 1D min-max mipmapsJiawen Chen, Ilya Baran, Frédo Durand, Wojciech Jarosz. 39-46 [doi]
- Real-time volume caustics with adaptive beam tracingGabor Liktor, Carsten Dachsbacher. 47-54 [doi]
- Sound synthesis for impact sounds in video gamesBrandon Lloyd, Nikunj Raghuvanshi, Naga K. Govindaraju. 55-62 [doi]
- Collision-streams: fast GPU-based collision detection for deformable modelsMin Tang, Dinesh Manocha, Jiang Lin, Ruofeng Tong. 63-70 [doi]
- Fast continuous collision detection using parallel filter in subspaceChen Tang, Sheng Li, Guoping Wang. 71-80 [doi]
- Shadow caster culling for efficient shadow mappingJirí Bittner, Oliver Mattausch, Ari Silvennoinen, Michael Wimmer. 81-88 [doi]
- Colored stochastic shadow mapsMorgan McGuire, Eric Enderton. 89-96 [doi]
- Sample distribution shadow mapsAndrew Lauritzen, Marco Salvi, Aaron E. Lefohn. 97-102 [doi]
- Voxel-based global illuminationSinje Thiedemann, Niklas Henrich, Thorsten Grosch, Stefan Müller 0002. 103-110 [doi]
- Real-time rough refractionCharles de Rousiers, Adrien Bousseau, Kartic Subr, Nicolas Holzschuch, Ravi Ramamoorthi. 111-118 [doi]
- Screen-space bias compensation for interactive high-quality global illumination with virtual point lightsJan Novák, Thomas Engelhardt, Carsten Dachsbacher. 119-124 [doi]
- Motion rings for interactive gait synthesisTomohiko Mukai. 125-132 [doi]
- Realtime human motion control with a small number of inertial sensorsHuajun Liu, Xiaolin K. Wei, Jinxiang Chai, Inwoo Ha, Taehyun Rhee. 133-140 [doi]
- A modular framework for adaptive agent-based steeringShawn Singh, Mubbasir Kapadia, William Hewlett, Glenn Reinman, Petros Faloutsos. 141-150 [doi]
- Editable polycube map for GPU-based subdivision surfacesJiazhi Xia, Ismael García, Ying He 0001, Shi-Qing Xin, Gustavo Patow. 151-158 [doi]
- GPU curvature estimation on deformable meshesWesley Griffin, Yu Wang, David Berrios, Marc Olano. 159-166 [doi]
- Urban ecosystem designBedrich Benes, Michel Abdul-Massih, Philip Jarvis, Daniel G. Aliaga, Carlos A. Vanegas. 167-174 [doi]
- Data management for SSDs for large-scale interactive graphics applicationsBehzad Sajadi, Shan Jiang, M. Gopi, Jae-Pil Heo, Sung-Eui Yoon. 175-182 [doi]
- Coherent image-based rendering of real-world objectsStefan Hauswiesner, Matthias Straka, Gerhard Reitmayr. 183-190 [doi]
- Slice WIM: a multi-surface, multi-touch interface for overview+detail exploration of volume datasets in virtual realityDane M. Coffey, Nicholas Malbraaten, Trung Bao Le, Iman Borazjani, Fotis Sotiropoulos, Daniel F. Keefe. 191-198 [doi]
- Behavior authoring for crowd simulationsMubbasir Kapadia, Shawn Singh, Glenn Reinman, Petros Faloutsos. 199 [doi]
- Chronos Tennis: an online tennis game better than WiiChi Cui, Kun Qian. 200 [doi]
- Efficient adaptive tiling for programmable renderingStanley Tzeng, Anjul Patney, John D. Owens. 201 [doi]
- Flexible editing of style, identity and content of human motionZhiying He, Xiaohui Liang, Jian Wang, Yiming Yue. 202 [doi]
- Footstep navigation for dynamic crowdsShawn Singh, Mubbasir Kapadia, Glenn Reinman, Petros Faloutsos. 203 [doi]
- gHull: a three-dimensional convex hull algorithm for graphics hardwareMingcen Gao, Thanh-Tung Cao, Tiow Seng Tan, Zhiyong Huang. 204 [doi]
- Image-space constraints for controlling camera interpolationRoss T. Sowell, Tom Erez, Emily Feder, Cindy Grimm, Jianqi Xing, Leon Barrett. 205 [doi]
- Interactive construction of 3D mathematical visualization modelsCarlo H. Séquin. 206 [doi]
- Interactive indirect illumination using voxel cone tracing: a previewCyril Crassin, Fabrice Neyret, Miguel Sainz, Simon Green, Elmar Eisemann. 207 [doi]
- Level-of-detail and streaming optimized irradiance normal mappingRalf Habel. 208 [doi]
- Multi-pass rendering of stereoscopic video on consumer graphics cardsJonas Schild, Sven Seele, Jonas Fischer, Maic Masuch. 209 [doi]
- Poisson disk ray-marched ambient occlusionGaël Sourimant, Pascal Gautron, Jean-Eudes Marvie. 210 [doi]
- Programming by sketch for scientific computingHanyu Liu, Andrew Bradgon, Attila Bergou, Jian Chen. 211 [doi]
- The research and realization of parameterized three-dimensional plant simulation based on fractal theoryJunfeng Yao, Hui Zhang, Bin Wu, Fengchun Lin, Binxing Wang. 212 [doi]
- Stochastic modeling of light-weight floating objectsZhi Yuan, Fan Chen, Ye Zhao. 213 [doi]
- Supporting internal visualization of biomedical datasets via 3D rapid prototypes and sketch-based gesturesVamsi Konchada, Bret Jackson, Trung Bao Le, Iman Borazjani, Fotis Sotiropoulos, Daniel F. Keefe. 214 [doi]
- Using perceptual features to prioritize ray-based image generationBernhard Kainz, Markus Steinberger, Stefan Hauswiesner, Rostislav Khlebnikov, Denis Kalkofen, Dieter Schmalstieg. 215 [doi]