Abstract is missing.
- Recent advances in light transport simulation: some theory and a lot of practiceJaroslav Krivánek, Alexander Keller, Iliyan Georgiev, Anton S. Kaplanyan, Marcos Fajardo, Mark Meyer, Jean-Daniel Nahmias, Ondrej Karlík, Juan Canada. [doi]
- Navigation meshes and real-time dynamic planning for virtual worldsMarcelo Kallmann, Mubbasir Kapadia. [doi]
- An introduction to 3D gestural interfacesJoseph J. LaViola Jr.. [doi]
- Character creation pipeline and rendering in destiny (full text not available)Natasha Tatarchuk. [doi]
- New generation crowd simulation algorithmsJulien Pettré, Ming C. Lin. [doi]
- Put on your 3D glasses now: the past, present, and future of virtual and augmented realityDouglas Lanman, Henry Fuchs, Mark Mine, Ian McDowall, Michael Abrash. [doi]
- Computational cameras and displaysMatthew O'Toole, Gordon Wetzstein. [doi]
- Why graphics programmers need to know about DRAMErik Brunvand, Niladrish Chatterjee, Daniel Kopta. [doi]
- Kinect technology in games (full text not available)Seth Goldstein, Mike Fitzgerald, Andy Bastable. [doi]
- Skinning: real-time shape deformation (full text not available)Alec Jacobson, Zhigang Deng, Ladislav Kavan, John P. Lewis. [doi]
- Building an empire: asset production in RyseChristopher Evans, Lars Martinsson, Sascha Herfort. [doi]
- An introduction to WebGL programmingEd Angel, Dave Shreiner. [doi]
- Digital ira and beyond: creating real-time photoreal digital actorsJavier von der Pahlen, Jorge Jimenez, Etienne Danvoye, Paul E. Debevec, Graham Fyffe, Oleg Alexander. [doi]
- Physically based shading in theory and practiceStephen Hill, Stephen McAuley, Jonathan Dupuy, Yoshiharu Gotanda, Eric Heitz, Naty Hoffman, Sébastien Lagarde, Anders Langlands, Ian Megibben, Farhez Rayani, Charles de Rousiers. [doi]
- Advances in real-time rendering in games, part I (full text not available)Natasha Tatarchuk, Brian Karis, Michal Drobot, Nicolas Schulz, Jerome Charles, Theodor Mader. [doi]
- Advances in real-time rendering in games, part II (full text not available)Natasha Tatarchuk, Michal Valient, Wade Brainerd, Bartlomiej Wronski, Peter Sikachev, Jean-Normand Bucci. [doi]
- Structure-aware shape processingNiloy J. Mitra, Michael Wand, Hao Zhang, Daniel Cohen-Or, Vladimir G. Kim, Qi-Xing Huang. [doi]
- Mathematical basics of motion and deformation in computer graphicsHiroyuki Ochiai, Ken Anjyo. [doi]
- Raytracers and workflow: a production perspectiveJesse Andrewartha, Søren Ragsdale, Paul Beilby. [doi]
- 3D imaging with time of flight cameras: theory, algorithms and applicationsShahram Izadi, Ayush Bhandari, Achuta Kadambi, Ramesh Raskar. [doi]
- Attention-aware rendering, mobile graphics and gamesAnn McNamara, Katerina Mania, George Alex Koulieris, Laurent Itti. [doi]
- Fundamentals seminarMike Bailey. [doi]
- Introduction to machine learning for computer graphicsPeter M. Hall. [doi]
- Moving pictures: making the most of the mobileAndrew Garrard. [doi]
- Scattered data interpolation for computer graphicsKen Anjyo, John P. Lewis, Frederic H. Pighin. [doi]
- Eulerian solids for soft tissue and moreDinesh K. Pai, David I. W. Levin, Ye Fan. [doi]
- Destiny character-animation system and lessons learned (full text not available)Yongjoon Lee, Tam Armstrong, Joe Spataro. [doi]