Abstract is missing.
- Progressive Lightcuts for GPUTomás Davidovic, Iliyan Georgiev, Philipp Slusallek. 1 [doi]
- SGRT: a scalable mobile GPU architecture based on ray tracingWon-Jong Lee, Shihwa Lee, Jae-Ho Nah, Jin-Woo Kim, Youngsam Shin, Jaedon Lee, Seokyoon Jung. 2 [doi]
- UnchartedCarlos Gonzalez-Ochoa, Doug Holder, Eben Cook. 3 [doi]
- What if the earth was flat: the Globe UI system in SSXQing Sandy Shen. 4 [doi]
- Adaptive level-of-detail system for "End of Nations"Greg Hjelstrom, Thanh Nguyen. 5 [doi]
- Screen space decals in Warhammer 40, 000: Space MarinePope Kim. 6 [doi]
- Estimating specular normals from spherical Stokes reflectance fieldsGiuseppe Claudio Guarnera, Pieter Peers, Paul E. Debevec, Abhijeet Ghosh. 7 [doi]
- Estimating diffusion parameters from polarized spherical gradient illuminationYufeng Zhu, Pieter Peers, Paul E. Debevec, Abhijeet Ghosh. 8 [doi]
- Measurement-based synthesis of facial microgeometryPaul Graham, Borom Tunwattanapong, Jay Busch, Xueming Yu, Andrew Jones, Paul E. Debevec, Abhijeet Ghosh. 9 [doi]
- A single-shot light probePaul E. Debevec, Paul Graham, Jay Busch, Mark T. Bolas. 10 [doi]
- Improved Linear Light Source material reflectance scanningJan Meseth, Shawn Hempel, Andrea Weidlich, Lynn Fyffe, Graham Fyffe, Craig Miller, Paul Carroll, Paul E. Debevec. 11 [doi]
- Introducing Processing 2.0Andres Colubri, Ben Fry. 12 [doi]
- Growing documentary: creating a collaborative computer-supported story telling environmentJanak Bhimani, Annisa Mahdia, Ali Almahr, Daisuke Shirai, Naohisa Ohta. 13 [doi]
- Adapting curriculum to explore new 3D modeling technologies and work-flowsShaun Foster, David Halbstein. 14 [doi]
- 3D diff: an interactive approach to mesh differencing and conflict resolutionJozef Dobos, Anthony Steed. 15 [doi]
- CageR: from 3D performance capture to cage-based representationJean-Marc Thiery, Julien Tierny, Tamy Boubekeur. 16 [doi]
- A guided synthesizer for blendshape charactersWan-Chun Ma, J. P. Lewis. 17 [doi]
- dRig: an artist-friendly, object-oriented approach to rig buildingGreg Smith, Mark McLaughlin, Andy Lin, Evan Goldberg, Frank Hanner. 18 [doi]
- PapermanBrian Whited, Eric Daniels, Michael Kaschalk, Patrick Osborne, Kyle Odermatt. 19 [doi]
- The stereoscopic conversion pipeline for John CarterScott Willman, Gregory Keech, John Grotelueschen, Michele Sciolette. 20 [doi]
- Thern, the nano technology from John Carter's MarsRichard Pickler, Simon Stanley Clamp, Artemis Oikonomopoulou. 21 [doi]
- BraveOlivier Soares, Samantha Raja, Rich Hurrey, Hayley N. Iben. 22 [doi]
- High fidelity facial hair captureGraham Fyffe. 23 [doi]
- Building indoor multi-panorama experiences at scaleMark Colbert, Jean-Yves Bouguet, Jeff Beis, Spudde Childs, Daniel Filip, Luc Vincent, Jongwoo Lim, Scott Satkin. 24 [doi]
- Panorama light-field imagingClemens Birklbauer, Oliver Bimber. 25 [doi]
- A colloidal display: membrane screen that combines transparency, BRDF and 3D volumeYoichi Ochiai, Alexis Oyama, Keisuke Toyoshima. 26 [doi]
- CoDAC: compressive depth acquisition using a single time-resolved sensorAndrea Colaço, Ahmed Kirmani, Franco N. C. Wong, Vivek K. Goyal. 27 [doi]
- ISHair: importance sampling for hair scatteringJiawei Ou, Feng Xie, Parashar Krishnamachari, Fabio Pellacini. 28 [doi]
- Noise reduction for progressive photon mappingZhe Fu, Henrik Wann Jensen. 29 [doi]
- Progressive volume photon tracingCharly Collin, Mickaël Ribardière, Rémi Cozot, Kadi Bouatouch. 30 [doi]
- Volume-aware extinction mappingPascal Gautron, Cyril Delalandre, Jean-Eudes Marvie, Pascal Lecocq. 31 [doi]
- Creating vast game worlds: experiences from Avalanche StudiosEmil Persson, Avalanche Studios. 32 [doi]
- Asking the impossible on SSX: creating 300 tracks on a ten track budgetCaleb Howard, Carlos Lemus. 33 [doi]
- Lighting the open world of New York Zero for Prototype 2Keith O'Conor, Josh Blommestein. 34 [doi]
- Character customization of Soulcalibur 5 in-depthShiro Tani. 35 [doi]
- Local image-based lighting with parallax-corrected cubemapsLagarde Sébastien, Antoine Zanuttini. 36 [doi]
- Tiled and clustered forward shading: supporting transparency and MSAAOla Olsson, Markus Billeter, Ulf Assarsson. 37 [doi]
- Art pipeline: transition from offline to realtime CGPaulius Liekis, Julian Hodgson, Renaldas Zioma. 38 [doi]
- KinÊtre: animating the world with the human bodyJiawen Chen, Shahram Izadi, Andrew W. Fitzgibbon. 39 [doi]
- Computational retinal imaging via binocular coupling and indirect illuminationEverett Lawson, Jason Boggess, Siddharth Khullar, Alex Olwal, Gordon Wetzstein, Ramesh Raskar. 40 [doi]
- Relativistic ultrafast rendering using time-of-flight imagingAndreas Velten, Di Wu, Adrian Jarabo, Belen Masia, Christopher Barsi, Everett Lawson, Chinmaya Joshi, Diego Gutierrez, Moungi G. Bawendi, Ramesh Raskar. 41 [doi]
- Compressive light field photographyKshitij Marwah, Gordon Wetzstein, Ashok Veeraraghavan, Ramesh Raskar. 42 [doi]
- Crom: massively parallel, CPU/GPU hybrid computation platform for visual effectsNathan Cournia, Bradley Smith, Bill Spitzak, Casey Vanover, Hans Rijpkema, Josh Tomlinson, Nathan Litke. 43 [doi]
- Efficient large-scale hybrid fluid simulationAbhinav Golas, Rahul Narain, Jason Sewall, Pavel Krajcevski, Ming C. Lin. 44 [doi]
- Wrath of the Titans: complex models with voxel greebleDaniel Seddon, Tomas Zaveckas, James Kirk. 45 [doi]
- Wrath of the Titans: creating CG lava with advected sculptsDaniel Seddon, Daniel LeTarte, James Kirk. 46 [doi]
- Multiresolution radiosity caching for global illumination in moviesPer H. Christensen, George Harker, Jonathan Shade, Brenden Schubert, Dana Batali. 47 [doi]
- Crowd sourcing memory colors for image enhancementSu Xue, Ann McNamara, Holly E. Rushmeier, Julie Dorsey. 48 [doi]
- Calligraphic cutting: extreme image resizing with cuts in continuous domainYouyou Wang, Ergun Akleman. 49 [doi]
- Intelligent brush strokesDaniel Wexler, Gilles Dezeustre. 50 [doi]
- Rich intrinsic image decomposition of outdoor scenes from multiple viewsPierre-Yves Laffont, Adrien Bousseau, George Drettakis. 51 [doi]