Last update: Sat Oct 14 15:37:03 MDT 2017
Volume 1, Number 1, 1996Alvy Ray Smith and Eric Ray Lyons HWB: A more intuitive hue-based color model . . . . . . . . . . . . . . . . . 3--17 Andrew Bigos Avoiding buffer clears . . . . . . . . . 19--20 Jeff Goldsmith and Allan S. Jacobson Marching cubes in cylindrical and spherical coordinates . . . . . . . . . 21--32 Philip M. Hubbard Improving accuracy in a robust algorithm for $3$D Voronoi diagrams . . . . . . . 33--45
P. Cignoni and C. Montani and R. Scopigno Triangulating convex polygons having ${T}$-vertices . . . . . . . . . . . . . 1--4 Luiz Velho Simple and efficient polygonization of implicit surfaces . . . . . . . . . . . 5--24 C. W. A. M. van Overveld and Brian Wyvill Hi-speed, hi-fi hi-lights: a fast algorithm for the specular term in the Phong illumination model . . . . . . . . 25--30 Brian Mirtich Fast and accurate computation of polyhedral mass properties . . . . . . . 31--50
Eric Haines and Steven Worley Fast, Low Memory ${Z}$-Buffering when Performing Medium-Quality Rendering . . 1--5 Dave Hutchinson and Terry Hewitt Rapidly Visualizing Isophotes . . . . . 7--12 C. W. A. M. van Overveld and Brian Wyvill Banishing bad buckling . . . . . . . . . 13--28 Larry Gritz and James K. Hahn BMRT: A global illumination implementation of the RenderMan standard 29--47
Scott R. Nelson Twelve characteristics of correct antialiased lines . . . . . . . . . . . 1--20 Vishwa Ranjan and Alain Fournier Creating union of spheres models from multiple views . . . . . . . . . . . . . 21--39 Andrei Sherstyuk Ray tracing with selective visibility 41--46
Ronen Barzel Lighting Controls for Computer Cinematography . . . . . . . . . . . . . 1--20 Tomas Möller and Ben Trumbore Fast, Minimum Storage Ray-Triangle Intersection . . . . . . . . . . . . . . 21--28 Scott R. Nelson High quality hardware line antialiasing 29--46
A. C. Telea and C. W. A. M. van Overveld The Close Objects Buffer: A Sharp Shadow Detection Technique for Radiosity Methods . . . . . . . . . . . . . . . . 1--8 Tien-Tsin Wong and Wai-Shing Luk and Pheng-Ann Heng Sampling with Hammersley and Halton Points . . . . . . . . . . . . . . . . . 9--24 Tomas Möller A Fast Triangle-Triangle Intersection Test . . . . . . . . . . . . . . . . . . 25--30 A. J. Chung and A. J. Field Rendering Radiosity Solutions by Adaptive Gathering . . . . . . . . . . . 31--44
C. W. A. M. van Overveld and M. G. J. R. Stalpers Deforming Geometric Models Based on a Polygonal Skeleton Mesh . . . . . . . . 1--14 P. Cignoni and C. Montani and R. Scopigno Computer-Assisted Generation of Bas- and High-Reliefs . . . . . . . . . . . . . . 15--28 Michael Bailey and Dru Clark Encoding Three-Dimensional Surface Information in a Texture Vector . . . . 29--35 Zhigang Xiang A Tri-Plane Cursor . . . . . . . . . . . 37--43 Peter Shirley and Kenneth Chiu A Low Distortion Map Between Disk and Square . . . . . . . . . . . . . . . . . 45--52
Gino van den Bergen Efficient Collision Detection of Complex Deformable Models using AABB Trees . . . 1--14 Vlastimil Havran and Tomas Kopal and Jiri Bittner and Jiri Zara Fast Robust BSP Tree Traversal Algorithm for Ray Tracing . . . . . . . . . . . . 15--24 Martin Held ERIT: A Collection of Efficient and Reliable Intersection Tests . . . . . . 25--44 C. W. A. M. van Overveld Color Waves: A Simple Heuristic for Choosing False Colors . . . . . . . . . 45--50
Andreas Johannsen and Michael B. Carter Clustered Backface Culling . . . . . . . 1--14 Gregory Ward Larson LogLuv Encoding for Full-Gamut, High-Dynamic Range Images . . . . . . . 15--31 Nelson Max A One-Pass Version of Two-Pass Image Resampling . . . . . . . . . . . . . . . 33--41 Grit Thürmer and Charles A. Wüthrich Computing Vertex Normals from Polygonal Facets . . . . . . . . . . . . . . . . . 43--46
Brian Smits Efficiency Issues for Ray Tracing . . . 1--14 Andrew Woo Chordlength Texturing of Spline Surfaces 15--19 Allen Van Gelder Approximate Simulation of Elastic Membranes by Triangulated Spring Meshes 21--41
Michael Bailey and Dru Clark Using ChromaDepth to Obtain Inexpensive Single-image Stereovision for Scientific Visualization . . . . . . . . . . . . . 1--9 Jieqing Feng and Pheng-Ann Heng and Tien-Tsin Wong Accurate B-spline Free-Form Deformation of Polygonal Objects . . . . . . . . . . 11--27 F. Sebastian Grassia Practical Parameterization of Rotations Using the Exponential Map . . . . . . . 29--48
Swen Campagna and Leif Kobbelt and Hans-Peter Seidel Directed Edges --- A Scalable Representation for Triangle Meshes . . . 1--12 Chi-Wing Fu and Tien-Tsin Wong and Pheng-Ann Heng Triangle-Based View Interpolation without Depth-Buffering . . . . . . . . 13--31 Hongsheng Chen and Shiaofen Fang Fast Voxelization of Three-Dimensional Synthetic Objects . . . . . . . . . . . 33--45
Wencheng Wang and Yanyun Chen and Enhua Wu A New Method for Polygon Edging on Shaded Surfaces . . . . . . . . . . . . 1--10 Ming Wan and Arie Kaufman and Steve Bryson Optimized Interpolation for Volume Ray Casting . . . . . . . . . . . . . . . . 11--24 Evaggelia-Aggeliki Karabassi and Georgios Papaioannou and Theoharis Theoharis Intersection Test for Collision Detection in Particle Systems . . . . . 25--37 Changyaw Wang and Kelvin Sung Multi-Stage $N$-rooks Sampling Method 39--47
Nelson Max Weights for Computing Vertex Normals from Facet Normals . . . . . . . . . . . 1--6 Gino van den Bergen A Fast and Robust GJK Implementation for Collision Detection of Convex Objects 7--25 Hansong Zhang A Derivation of Image-Based Rendering for Conventional Three-Dimensional Graphics . . . . . . . . . . . . . . . . 27--36 Dieter Schmalstieg and Robert F. Tobler Fast Projected Area Computation for Three-Dimensional Bounding Boxes . . . . 37--43
Per H. Christensen Faster Photon Map Global Illumination 1--10 Seth Teller and Michael Hohmeyer Determining the Lines Through Four Lines 11--22 Brett Keating Efficient Shadow Antialiasing Using an $A$-Buffer . . . . . . . . . . . . . . . 23--33 Patrick S. McCormick and Charles Hansen and Edward Angel The Deferred Accumulation Buffer . . . . 35--46
Tomas Möller and John F. Hughes Efficiently Building a Matrix to Rotate One Vector to Another . . . . . . . . . 1--4 Evaggelia-Aggeliki Karabassi and Georgios Papaioannou and Theoharis Theoharis A Fast Depth-Buffer-Based Voxelization Algorithm . . . . . . . . . . . . . . . 5--10 Brian Smits An RGB-to-Spectrum Conversion for Reflectances . . . . . . . . . . . . . . 11--22 Michael Boyles and Shiaofen Fang Slicing-Based Volumetric Collision Detection . . . . . . . . . . . . . . . 23--32 John F. Hughes and Tomas Möller Building an Orthonormal Basis from a Unit Vector . . . . . . . . . . . . . . 33--35 Frederick W. B. Li and Rynson W. H. Lau Incremental Polygonization of Deforming NURBS Surfaces . . . . . . . . . . . . . 37--50
Jieqing Feng and Qunsheng Peng Accelerating Accurate B-spline Free-Form Deformation of Polygonal Objects . . . . 1--8 Ulf Assarsson and Tomas Möller Optimized View Frustum Culling Algorithms for Bounding Boxes . . . . . 9--22 Eric Haines A Shaft Culling Tool . . . . . . . . . . 23--26 William Martin and Elaine Cohen and Russell Fish and Peter Shirley Practical Ray Tracing of Trimmed NURBS Surfaces . . . . . . . . . . . . . . . . 27--52
Kevin Chun-Ho Wong and Pheng-Ann Heng and Tien-Tsin Wong Accelerating ``Intelligent Scissors'' Using Slimmed Graphs . . . . . . . . . . 1--13 Xiaogang Jin and Y. F. Li Three-Dimensional Deformation Using Directional Polar Coordinates . . . . . 15--24 Michael Ashikhmin and Peter Shirley An Anisotropic Phong BRDF Model . . . . 25--32 Laurent Alonso and Nicolas Holzschuch Using Graphics Hardware to Speed Up Your Visibility Queries . . . . . . . . . . . 33--47
A. J. Chung and A. J. Field A Simple Recursive Tessellator for Adaptive Surface Triangulation . . . . . 1--9 George Wolberg and H. M. Sueyllam and M. A. Ismail and K. M. Ahmed One-Dimensional Resampling with Inverse and Forward Mapping Functions . . . . . 11--33 Luiz Velho Using Semi-Regular $4$-$8$ Meshes for Subdivision Surfaces . . . . . . . . . . 35--47
Francesc Castro and László Neumann and Mateu Sbert Extended Ambient Term . . . . . . . . . 1--7 C. Rocchini and P. Cignoni Generating Random Points in a Tetrahedron . . . . . . . . . . . . . . 9--12 Mark A. Livingston and Arthur Gregory and W. Bruce Culbertson Camera Control in Three Dimensions with a Two-Dimensional Input Device . . . . . 13--24 J. C. Torres and F. A. Conde A Fast Algorithm to Decide the Inclusion of a Point in the Convex Hull of a Two-Dimensional Point Set . . . . . . . 25--32 Pantelis Elinas and Wolfgang Stuerzlinger Real-time rendering of $3$D clouds . . . 33--45
Jonathan Dinerstein and Larre Egbert and Nick Flann Linear grouping---a method for optimizing $3$D vertex transformation and clipping . . . . . . . . . . . . . . 1--6 Marcelo Kallmann and Daniel Thalmann Star-vertices: A compact representation for planar meshes with adjacency information . . . . . . . . . . . . . . 7--18 Eric Haines Soft planar shadows using plateaus . . . 19--27 Tomas Akenine-Möller Fast $3$D triangle-box overlap testing 29--33 Ahmed Nasri and Gerald Farin A subdivision algorithm for generating rational curves . . . . . . . . . . . . 35--47
Jarno van der Linden and Richard Lobb MPEG-Encoded light fields . . . . . . . 1--15 Ramón Mollá and Roberto Vivó The Stair algorithm . . . . . . . . . . 17--25 Jane Wilhelms and Allen Van Gelder Fast and easy reach-cone joint limits 27--41 Jos Stam A simple fluid solver based on the FFT 43--52
Radomír Mech Hardware-accelerated real-time rendering of gaseous phenomena . . . . . . . . . . 1--16 Xiaogang Jin and Chiew-Lan Tai and Jieqing Feng and Qunsheng Peng Convolution surfaces for line skeletons with polynomial weight distributions . . 17--28 Nelson Max Consistent subdivision of convex polyhedra into tetrahedra . . . . . . . 29--36 Yair Wiseman and Erick Fredj Contour extraction of compressed JPEG images . . . . . . . . . . . . . . . . . 37--43 Clark R. Andersen and William L. Buford, Jr. The three-dimensional parametric ellipse 45--48
Kasper Hòy Nielsen and Niels Jòrgen Christensen Fast Texture-Based Form Factor Calculations for Radiosity Using Graphics Hardware . . . . . . . . . . . 1--12 Koji Nakamaru and Yoshio Ohno Enhanced Breadth-First Ray Tracing . . . 13--28 Stephen Vincent and David Forsey Fast and Accurate Parametric Curve Length Computation . . . . . . . . . . . 29--40 Gladimir V. G. Baranoski and Jon Rokne An Efficient and Controllable Blob Function . . . . . . . . . . . . . . . . 41--54
William B. Thomspon and Peter Shirley and James A. Ferwerda A Spatial Post-Processing Algorithm for Images of Night Scenes . . . . . . . . . 1--12 Mark Meyer and Haeyoung Lee and Alan Barr and Mathieu Desbrun Generalized Barycentric Coordinates on Irregular Polygons . . . . . . . . . . . 13--22 David Vranek Fast and Accurate Circle-Circle and Circle-Line $3$D Distance Computation 23--32 Mel Slater Constant Time Queries on Uniformly Distributed Points on a Hemisphere . . . 33--44 Erik Reinhard Parameter Estimation for Photographic Tone Reproduction . . . . . . . . . . . 45--52
Charles M. Schmidt and Brian Budge Simple Nested Dielectrics in Ray Traced Images . . . . . . . . . . . . . . . . . 1--8 Daniel Sunday Fast Polygon Area and Newell Normal Computation . . . . . . . . . . . . . . 9--13 (??) Fabio Ganovelli and Frederico Ponchio and Claudio Rocchini Fast Tetrahedron-Tetrahedron Overlap Algorithm . . . . . . . . . . . . . . . 17--26 Frédéric Cazals Non-Intrusive Debugging and Incremental Visualization with the Geometric Stethoscope . . . . . . . . . . . . . . 27--40 William Martin and Peter Shirley and Steven Parker and William Thompson and Erik Reinhard Temporally coherent interactive ray tracing . . . . . . . . . . . . . . . . 41--48
Sarah F. Frisken and Ronald N. Perry Simple and Efficient Traversal Methods for Quadtrees and Octrees . . . . . . . 1--11 Michael Kallay Computing Tight Bounds for a Bézier Curve 13--17 Anthony Steed Pseudo-Shadowed Cursors for $3$D Interaction . . . . . . . . . . . . . . 19--25 Denis Haumont and Nadine Warzée Complete Polygonal Scene Voxelization 27--41 Stephen Vincent Fast Detection of the Geometric Form of Two-Dimensional Cubic Bézier Curves . . . 43--51
Michael Ashikhmin and Abhijeet Ghosh Simple blurry reflections with environment maps . . . . . . . . . . . . 3--8 Stefan Brabec and Thomas Annen and Hans-Peter Seidel Practical shadow mapping . . . . . . . . 9--18 Tom Forsyth Self-Shadowing Bumpmap using $3$D Texture Hardware . . . . . . . . . . . . 19--26 Jan Kautz and Hans-Peter Seidel Real-Time Halftoning . . . . . . . . . . 27--31 Dongo Kim and James K. Hahn Hardware-Assisted Rendering of Cylindrical Panoramas . . . . . . . . . 33--42 Young J. Kim and Kenneth Hoff and Ming C. Lin and Dinesh Manocha Closest Point Query among the Union of Convex Polytopes using Rasterization Hardware . . . . . . . . . . . . . . . . 43--51 Sergey Parilov and Wolfgang Stuerzlinger Per-Pixel Divisions . . . . . . . . . . 53--59 Mauro Steigleder Factorization of the Ashikhmin BRDF for Real-Time Rendering . . . . . . . . . . 61--68 Yigang Wang and Bernd Fröhlich and Martin Göbel Fast Normal Map Generation for Simplified Meshes . . . . . . . . . . . 69--82 Daniel Weiskopf and Thomas Ertl Real-Time Depth-Cueing beyond Fogging 83--90 Ruigang Yang and Greg Welch Fast Image Segmentation and Smoothing Using Commodity Graphics Hardware . . . 91--100
Kok-Lim Low and Adrian Ilie Computing a View Frustum to Maximize an Object's Image Area . . . . . . . . . . 3--15 Hao Shen and Pheng Ann Heng and Zesheng Tang A Fast Triangle-Triangle Overlap Test Using Signed Distances . . . . . . . . . 16--24 (??) Philippe Guigue and Olivier Devillers Fast and Robust Triangle-Triangle Overlap Test using Orientation Predicates . . . . . . . . . . . . . . . 25--32 (??) Robert J. MacG. Dawson Crooked Wallpaper . . . . . . . . . . . 33--46
Thomas Lewiner and Hélio Lopes and Antônio Wilson Vieira and Geovan Tavares Efficient Implementation of Marching Cubes' Cases with Topological Guarantees 1--15 Greg Ward Fast, Robust Image Registration for Compositing High Dynamic Range Photographcs from Hand-Held Exposures 17--30 Michael Kallay and Jason Lawrence Improving the Two-Pass Resampling Algorithm . . . . . . . . . . . . . . . 31--40 Ye Jianhui Region-Based Simplification of Laser Scanned Meshes . . . . . . . . . . . . . 41--50
Daqing Xue and Roger Crawfis Efficient Splatting Using Modern Graphics Hardware . . . . . . . . . . . 1--21 Jukka Arvo and Timo Aila Optimized Shadow Mapping Using the Stencil Buffer . . . . . . . . . . . . . 23--32 Neeharika Adabala and Nadia Magnenat-Thalmann A Procedural Thread Texture Model . . . 33--40 Mauro Steigleder and Michael McCool Generalized Stratified Sampling Using the Hilbert Curve . . . . . . . . . . . 41--47
Radomír Mech Real-Time Image-Based Rendering Using Surface Proxies and Texture Packing . . 1--19 Tomas Akenine-Möller and Ulf Assarsson On The Degree of Vertices in a Shadow Volume Silhouette . . . . . . . . . . . 21--24 Arne Dür and Sylvia Leimgruber A Practical List-Priority Algorithm for 3D Polygons . . . . . . . . . . . . . . 25--36 Nikos Platis and Theoharis Theoharis Fast Ray-Tetrahedron Intersection Using Plücker Coordinates . . . . . . . . . . . 37--48
Morgan McGuire Observations on Silhouette Sizes . . . . 1--12 Chung-Ming Wang and Nen-Chin Hwang A Stratified Sampling Technique for an Ellipse . . . . . . . . . . . . . . . . 13--22 Alexandru Telea An Image Inpainting Technique Based on the Fast Marching Method . . . . . . . . 23--34 Jeffrey Mahovsky and Brian Wyvill Fast Ray-Axis Aligned Bounding Box Overlap Tests with Plücker Coordinates 35--46
Harald Schmidl and Nolan Walker and Ming Lin CAB: Fast Update of OBB Trees for Collision Detection Between Articulated Bodies . . . . . . . . . . . . . . . . . 1--9 Aurélien Barbier and Eric Galin Fast Distance Computation Between a Point and Cylinders, Cones, Line-Swept Spheres and Cone-Spheres . . . . . . . . 11--19 Luiz Velho A Dynamic Adaptive Mesh Library based on Stellar Operators . . . . . . . . . . . 21--47
Aravind Krishnaswamy and Gladimir V. G. Baranoski and Jon G. Rokne Improving the Reliability/Cost Ratio of Goniophotometric Comparisons . . . . . . 1--20 Niniane Wang Realistic and Fast Cloud Rendering . . . 21--40 Shaun D. Ramsey and Kristin Potter and Charles Hansen Ray Bilinear Patch Intersections . . . . 41--47
Ian F. Stewart and André R. Foisy Arbitrary-Degree Subdivision with Creases and Attributes . . . . . . . . . 3--17 Greg Brentin and Greg Heflin Maya\TM Assets: A Shot Content Management System . . . . . . . . . . . 19--31 Hector Yee A Perceptual Metric for Production Testing . . . . . . . . . . . . . . . . 33--40 Dan Piponi Automatic Differentiation, C++ Templates, and Photogrammetry . . . . . 41--55 Ben Andersen and Kevin Noone Controlled Texture Pushing and Crossing Seams in UV Space Using Maya and Photorealistic Renderman . . . . . . . . 57--67
Alexander Repenning Inflatable Icons: Diffusion-based Interactive Extrusion of $2$D Images into $3$D Models . . . . . . . . . . . . 1--15 Zhouchen Lin and Hai-Tao Chen and Heung-Yeung Shum and Jian Wang Prefiltering Two-Dimensional Polygons without Clipping . . . . . . . . . . . . 17--26 Zhouchen Lin and Hai-Tao Chen and Heung-Yeung Shum and Jian Wang Optimal Polynomial Filters . . . . . . . 27--38 Michael Stark and Peter Shirley and Michael Ashikhmin Generation of Stratified Samples for B-Spline Pixel Filtering . . . . . . . . 39--48 Amy Williams and Steve Barrus and R. Keith Morley and Peter Shirley An Efficient and Robust Ray-Box Intersection Algorithm . . . . . . . . . 49--54 Christopher Bethune and A. James Stewart Adaptive Slice Geometry for Hardware-Assisted Volume Rendering . . . 55--70
J. Andreas Bærentzen Hardware-Accelerated Point Generation and Rendering of Point-Based Impostors 1--12 Marta Löfsted and Tomas Akenine-Möller An Evaluation Framework for Ray--Triangle Intersection Algorithms 13--26 Elisabeth Anna Malsch and John Jeffy Lin and Gautam Dasgupta Smooth Two-Dimensional Interpolations: A Recipe for All Polygons . . . . . . . . 27--39 Patrick Reuter and Johannes Behr and Marc Alexa An Improved Adjacency Data Structure for Fast Triangle Stripping . . . . . . . . 41--50 Sean Barrett Efficient Polygon Edge Enumeration . . . 51--53 Mangesh Nijasure and Sumanta N. Pattanaik and Vineet Goel Real-Time Global Illumination on GPUs 55--71
Tomas Akenine-Möller and Timo Aila Conservative and Tiled Rasterization Using a Modified Triangle Set-Up . . . . 1--8 Wolfgang Heidrich Computing the Barycentric Coordinates of a Projected Point . . . . . . . . . . . 9--12 Nick Chirkov Fast $3$D Line Segment--Triangle Intersection Test . . . . . . . . . . . 13--18 Przemyslaw Rokita Depth-Based Selective Antialiasing . . . 19--26 R. Segura and F. R. Feito and J. Ruiz de Miras and J. C. Torres and C. Ogáyar An Efficient Point Classification Algorithm for Triangle Meshes . . . . . 27--35 Samuel R. Buss and Jin-Su Kim Selectively Damped Least Squares for Inverse Kinematics . . . . . . . . . . . 37--49 Karan Singh and Cindy Grimm Implementing the IBar Camera Widget . . 51--64 Michael Toksvig Mipmapping Normal Maps . . . . . . . . . 65--71
Pawel Wrotek and Alexander Rice and Morgan McGuire Real-Time Collision Deformations using Graphics Hardware . . . . . . . . . . . 1--22 Ares Lagae and Philip Dutré An Efficient Ray-Quadrilateral Intersection Test . . . . . . . . . . . 23--32 John Dingliana and Carol O'Sullivan A Voxel-Based Approach to Approximate Collision Handling . . . . . . . . . . . 33--48 Mayur Patel and Noah Taylor Simple Divergence-Free Fields for Artistic Simulation . . . . . . . . . . 49--60 Eric B. Lum and Kwan-Liu Ma and Nelson Max Calculating Hierarchical Radiosity Form Factors using Programmable Graphics Hardware . . . . . . . . . . . . . . . . 61--71
J. Dylan Lacewell and Dave Edwards and Peter Shirley and William B. Thompson Stochastic Billboard Clouds for Interactive Foliage Rendering . . . . . 1--12 Aner Ben-Artzi and Ravi Ramamoorthi and Maneesh Agrawala Efficient Shadows from Sampled Environment Maps . . . . . . . . . . . . 13--36 YingLiang Ma and W. T. Hewitt and Martin Turner A High-Performance Method for Calculating the Minimum Distance Between Two $2$D and $3$D NURBS Curves . . . . . 37--50 Arne Dür An Improved Normalization for the Ward Reflectance Model . . . . . . . . . . . 51--59 Jack Tumblin Exact $2$-D Integration inside Quadrilateral Boundaries . . . . . . . . 61--71
Carsten Benthin and Ingo Wald and Philipp Slusallek Techniques for Interactive Ray Tracing of Bézier Surfaces . . . . . . . . . . . 1--16 M. Mousa and R. Chaine and S. Akkouche Direct Spherical Harmonic Transform of a Triangulated Mesh . . . . . . . . . . . 17--26 Thouis R. Jones Efficient Generation of Poisson-Disk Sampling Patterns . . . . . . . . . . . 27--36 Stephane Redon and Ming C. Lin A Fast Method for Local Penetration Depth Computation . . . . . . . . . . . 37--50 Michael Kallay Computing the Moment of Inertia of a Solid Defined by a Triangle Mesh . . . . 51--57 Willem H. de Boer Smooth Penumbra Transitions with Shadow Maps . . . . . . . . . . . . . . . . . . 59--71
Janne Kontkanen and Samuli Laine Sampling Precomputed Volumetric Lighting 1--16 Zhong Li and Lizhuang Ma A Bidirectional Generating Algorithm for Rational Parametric Curves . . . . . . . 17--26 Miguel R. Zuniga and Jeffrey K. Uhlmann Ray Queries with Wide Object Isolation and the DE-Tree . . . . . . . . . . . . 27--45 Allen R. Sanderson and Robert M. Kirby and Chris R. Johnson and Lingfa Yang Advanced Reaction-Diffusion Models for Texture Synthesis . . . . . . . . . . . 47--71
Fábio F. Bernardon and Christian A. Pagot and João L. D. Comba and Cláudio T. Silva GPU-Based Tiled Ray Casting Using Depth Peeling . . . . . . . . . . . . . . . . 1--16 Peiran Liu and Nicolas D. Georganas and Gerhard Roth Handling Rapid Interference Detection of Progressive Meshes Using Active Bounding Trees . . . . . . . . . . . . . . . . . 17--37 Ian Fischer and Craig Gotsman Fast Approximation of High-Order Voronoi Diagrams and Distance Transforms on the GPU . . . . . . . . . . . . . . . . . . 39--60 David Cline and Kevin Steele and Parris Egbert Lightweight Bounding Volumes for Ray Tracing . . . . . . . . . . . . . . . . 61--71
Thomas Larsson and Tomas Akenine-Möller and Eric Lengyel On Faster Sphere-Box Overlap Testing . . 3--8 Ian Stephenson Improving Motion Blur: Shutter Efficiency and Temporal Sampling . . . . 9--15 Ilja Friedel and Peter Schröder and Mathieu Desbrun Unconstrained Spherical Parameterization 17--26 Martin Marinov and Mario Botsch and Leif Kobbelt GPU-Based Multiresolution Deformation using Approximate Normal Field Reconstruction . . . . . . . . . . . . . 27--46 Jukka Arvo Alias-Free Shadow Maps using Graphics Hardware . . . . . . . . . . . . . . . . 47--59 Georgios Passalis and Theoharis Theoharis and George Toderici and Ioannis A. Kakadiaris General Voxelization Algorithm with Scalable GPU Implementation . . . . . . 61--71
James Arvo and Kevin Novins Stratified Sampling of Convex Quadrilaterals . . . . . . . . . . . . . 1--12 Derek Bradley and Gerhard Roth Adaptive Thresholding using the Integral Image . . . . . . . . . . . . . . . . . 13--21 Eric Lengyel Unified Distance Formulas for Halfspace Fog . . . . . . . . . . . . . . . . . . 23--32 Nelson Max Hexahedron Projection for Curvilinear Grids . . . . . . . . . . . . . . . . . 33--45 Eric Karasuda and Sara McMains Displaying Readable Text in a Head-Tracked, Stereoscopic Virtual Environment . . . . . . . . . . . . . . 47--57 Mattias Malmer and Fredrik Malmer and Ulf Assarsson and Nicolas Holzschuch Fast Precomputed Ambient Occlusion for Proximity Shadows . . . . . . . . . . . 59--71
Xin Li iSlerp: An Incremental Approach to Slerp 1--6 Dylan Lacewell and Brent Burley Exact Evaluation of Catmull--Clark Subdivision Surfaces Near B-Spline Boundaries . . . . . . . . . . . . . . . 7--15 Eric Risser and Musawir Shah and Sumanta Pattanaik Faster Relief Mapping using the Secant Method . . . . . . . . . . . . . . . . . 17--24 Kevin T. McDonnell and Hong Qin PB-FFD: A Point-Based Technique for Free-Form Deformation . . . . . . . . . 25--41 Morten S. Mikkelsen Separating-Plane Perspective Shadow Mapping . . . . . . . . . . . . . . . . 43--54
Gerd Sußner and Marc Stamminger and Günther Greiner Bidirectional Adaptive $\sqrt{3}$-Subdivision . . . . . . . . . 1--24 Cindy M. Grimm and Bill Niebruegge Continuous Cube Mapping . . . . . . . . 25--34 Martin Eisemann and Marcus Magnor and Thorsten Grosch and Stefan Müller Fast Ray/Axis-Aligned Bounding Box Overlap Tests using Ray Slopes . . . . . 35--46 Jindrich Parus and Ivana Kolingerová and Anders Hast Fast Computation of Vertex Normals for Linearly Deforming Meshes . . . . . . . 47--58 Jon Hasselgren and Tomas Akenine-Möller Textured Shadow Volumes . . . . . . . . 59--72
Chris Wyman and Carsten Dachsbacher Reducing Noise in Image-Space Caustics with Variable-Sized Splatting . . . . . 1--17 Louis Bavoil and Steven P. Callahan and Cláudio T. Silva Robust Soft Shadow Mapping with Backprojection and Depth Peeling . . . . 19--30 Thomas Larsson An Efficient Ellipsoid-OBB Intersection Test . . . . . . . . . . . . . . . . . . 31--43 Christopher DeCoro and Szymon Rusinkiewicz Subtractive Shadows: A Flexible Framework for Shadow Level of Detail . . 45--56 Elena Jakubiak Hutchinson and Sarah Frisken and Ronald Perry Proximity Cluster Trees . . . . . . . . 57--69
Alejo Hausner Versatile Decorative Halftoning . . . . 1--12 Martin Faust Enhanced Color-to-Gray Conversion . . . 13--19 Vincent Vidal and Xing Mei and Philippe Decaudin Simple Empty-Space Removal for Interactive Volume Rendering . . . . . . 21--36 Sarah F. Frisken Efficient Curve Fitting . . . . . . . . 37--54 Wencheng Wang and Chunjuan Sun and Jing Li and Enhua Wu Line Clipping by Managing Polygon Edges in Convex Polylines . . . . . . . . . . 55--71
Byungmoon Kim and Kihwan Kim and Greg Turk A Shadow-Volume Algorithm for Opaque and Transparent Nonmanifold Casters . . . . 1--14 Frutuoso G. M. Silva and Abel J. P. Gomes A Nonoriented, Nonmanifold Boundary Representation for Geometric Applications . . . . . . . . . . . . . . 15--33 Nicolas Brodu Query Sphere Indexing for Neighborhood Requests . . . . . . . . . . . . . . . . 35--51 Petrik Clarberg Fast Equal-Area Mapping of the (Hemi)Sphere using SIMD . . . . . . . . 53--68
Morgan McGuire Efficient, High-Quality Bayer Demosaic Filtering on GPUs . . . . . . . . . . . 1--16 Pierre Rousseau and Vincent Jolivet and Djamchid Ghazanfarpour GPU Rainfall . . . . . . . . . . . . . . 17--33 Marc Ebner GPU Color Constancy . . . . . . . . . . 35--51 Linge Bai and David Breen Calculating Center of Mass in an Unbounded $2$D Environment . . . . . . . 53--60 Daniel Ruijters and Bart M. ter Haar Romeny and Paul Suetens Efficient GPU-Based Texture Interpolation using Uniform B-Splines 61--69
Steven P. Callahan and Cláudio T. Silva Accelerating Unstructured Volume Rendering with Joint Bilateral Upsampling . . . . . . . . . . . . . . . 1--15 Takeo Igarashi and Yuki Igarashi Implementing As-Rigid-As-Possible Shape Manipulation and Surface Flattening . . 17--30 Serkan Bayraktar and U\ugur Güdükbay and Bülent Özgüç GPU-Based Neighbor-Search Algorithm for Particle Simulations . . . . . . . . . . 31--42 Rafal Mantiuk and Wolfgang Heidrich Visualizing High Dynamic Range Images in a Web Browser . . . . . . . . . . . . . 43--53 Michael M. Stark Efficient Construction of Perpendicular Vectors without Branching . . . . . . . 55--62 Dan Piponi Two Tricks for the Price of One: Linear Filters and Their Transposes . . . . . . 63--72
Michael M. Stark Fast and Stable Conformal Mapping Between a Disc and a Square . . . . . . 1--23 Holger Dammertz and Johannes Hanika Plane Sampling for Light Paths from the Environment Map . . . . . . . . . . . . 25--31 Iman Sadeghi and Bin Chen and Henrik Wann Jensen Coherent Path Tracing . . . . . . . . . 33--43 Mickael Pouchol and Alexandre Ahmad and Benoit Crespin and Olivier Terraz A Hierarchical Hashing Scheme for Nearest Neighbor Search and Broad-Phase Collision Detection . . . . . . . . . . 45--59 Ursula H. Augsdörfer and Neil A. Dodgson and Malcolm A. Sabin Removing Polar Rendering Artifacts in Subdivision Surfaces . . . . . . . . . . 61--76
Hilko Cords and Oliver G. Staadt Interactive Screen-Space Surface Rendering of Dynamic Particle Clouds . . 1--19 Vincent Forest and Loic Barthe and Mathias Paulin Real-Time Hierarchical Binary-Scene Voxelization . . . . . . . . . . . . . . 21--34 Johannes Schöning and Jonathan Hook and Nima Motamedi and Patrick Olivier and Florian Echtler and Peter Brandl and Laurence Muller and Florian Daiber and Otmar Hilliges and Markus Loechtefeld and Tim Roth and Dominik Schmidt and Ulrich von Zadow Building Interactive Multi-Touch Surfaces . . . . . . . . . . . . . . . . 35--55 J. Starck and J. Kilner and A. Hilton A Free-Viewpoint Video Renderer . . . . 57--72
Herwin van Welbergen and Job Zwiers and Zsófia M. Ruttkay Real-Time Animation Using a Mix of Physical Simulation and Kinematics . . . 1--21 Morgan McGuire An Inexpensive Light Stage Dome . . . . 23--29 Jared Heinly and Shawn Recker and Kevin Bensema and Jesse Porch and Christiaan Gribble Integer Ray Tracing . . . . . . . . . . 31--56 Filip Strugar Continuous Distance-Dependent Level of Detail for Rendering Heightmaps . . . . 57--74
Kevin Boulanger and Kadi Bouatouch and Sumanta Pattanaik High-Frequency Shadows for Real-Time Rendering of Trees . . . . . . . . . . . 1--12 Alan Brunton and Jochen Lang and Eric Dubois Spherical Harmonic Transforms and Convolutions on the GPU . . . . . . . . 13--27 Ignacio Ascencio-Lopez and Oscar Meruvia-Pastor and Hugo Hidalgo-Silva Adaptive Incremental Stippling using the Poisson-Disk Distribution . . . . . . . 29--47 Morten S. Mikkelsen Bump Mapping Unparametrized Surfaces on the GPU . . . . . . . . . . . . . . . . 49--61 Glen Aldridge Sherman A Triangle Product for Texture Stretch 63--72
Abdalla G. M. Ahmed Pixel Patterns from Quantization Artifacts of Forward Affine Mapping . . 73--94 Andrew Glassner Reconciling Circular and Elliptical Arcs 95--98 Eric Lengyel Transition Cells for Dynamic Multiresolution Marching Cubes . . . . . 99--122 Jacob Munkberg and Tomas Akenine-Möller Backface Culling for Motion Blur and Depth of Field . . . . . . . . . . . . . 123--139
Manfred Ernst and Sven Woop Ray Tracing with Shared-Plane Bounding Volume Hierarchies . . . . . . . . . . . 141--151 Thomas Schlömer and Oliver Deussen Accurate Spectral Analysis of Two-Dimensional Point Sets . . . . . . . 152--160 David Eberly A Fast and Accurate Algorithm for Computing SLERP . . . . . . . . . . . . 161--176 Thouis R. Jones and David R. Karger Linear-Time Poisson-Disk Patterns . . . 177--182 Vincent Pegoraro and Philipp Slusallek On the Evaluation of the Complex-Valued Exponential Integral . . . . . . . . . . 183--198 Peter Shirley and Austin Robison and R. Keith Morley A Simple Algorithm for Managing Color in Global Tone Reproduction . . . . . . . . 199--205
Morgan McGuire Editorial . . . . . . . . . . . . . . . 207--209 Brent Cowan and Bill Kapralos A GPU-Based Method to Approximate Acoustical Reflectivity . . . . . . . . 210--215 Morgan McGuire Efficient Triangle and Quadrilateral Clipping Within Shaders . . . . . . . . 216--224 Andreas Thomsen and Kasper Hòy Nielsen Approximate Radiosity Using Stochastic Depth Buffering . . . . . . . . . . . . 225--234 Ola Olsson and Ulf Assarsson Tiled Shading . . . . . . . . . . . . . 235--251 Peter-Pike Sloan and Derek Nowrouzezahrai and Hong Yuan Wrap Shading . . . . . . . . . . . . . . 252--259 Anonymous Editorial Board EOV . . . . . . . . . . ebi
Hong Yuan and Derek Nowrouzezahrai and Peter-Pike Sloan Irradiance Rigs . . . . . . . . . . . . 1--11 Bimal Kumar Ray An Alternative Algorithm for Line Clipping . . . . . . . . . . . . . . . . 12--24 Huy T. Vo and Claudio T. Silva and Luiz F. Scheidegger and Valerio Pascucci Simple and Efficient Mesh Layout with Space-Filling Curves . . . . . . . . . . 25--39 Paul Upchurch and Mathieu Desbrun Tightening the Precision of Perspective Rendering . . . . . . . . . . . . . . . 40--56
Graham LeBlanc and Andrew Shouldice and Dirk V. Arnold and Stephen Brooks Multi-Band Fourier Synthesis of Ocean Waves . . . . . . . . . . . . . . . . . 57--70 Michal Iwanicki and Peter-Pike Sloan Normal Mapping with Low-Frequency Precomputed Visibility . . . . . . . . . 71--84 Ian McEwan and David Sheets and Mark Richardson and Stefan Gustavson Efficient Computational Noise in GLSL 85--94 Colas Schretter and Leif Kobbelt and Paul-Olivier Dehaye Golden Ratio Sequences for Low-Discrepancy Sampling . . . . . . . . 95--104 Ron Pfeifle Rendering Cubic Curves on a GPU with Floater's Implicitization . . . . . . . 105--122
Gustavo Nunes and Alexandre Valdetaro and Alberto Raposo and Bruno Feijó and Rodrigo de Toledo Rendering Tubes from Discrete Curves Using Hardware Tessellation . . . . . . 123--143 Marco Tarini Cylindrical and Toroidal Parameterizations Without Vertex Seams 144--150 Jeppe Revall Frisvad Building an Orthonormal Basis from a $3$D Unit Vector Without Normalization 151--159 Ken Anjyo and Hideki Todo and J. P. Lewis A Practical Approach to Direct Manipulation Blendshapes . . . . . . . . 160--176
Ben Kenwright Inverse Kinematics --- Cyclic Coordinate Descent (CCD) . . . . . . . . . . . . . 177--217 Frédéric Champagnat and Yves Le Sant Efficient Cubic B-spline Image Interpolation on a GPU . . . . . . . . . 218--232 Jaewoo Seo and Ken Anjyo Line Selection Tool for $3$D Artists . . 233--244 Anonymous Editorial Board EOV . . . . . . . . . . ebi--ebi
Alec Jacobson Bijective Mappings with Generalized Barycentric Coordinates: A Counterexample . . . . . . . . . . . . . 1--4 Prabukumar Manoharan and Bimal Kumar Ray An Improved Circle Drawing Algorithm on a Hexagonal Grid . . . . . . . . . . . . 5--15 D. Frogley and M. D. Jones Fast Relabeling of Deformable Delaunay Tetrahedral Meshes Using a Compact Uniform Grid . . . . . . . . . . . . . . 17--29 Christos Mousas and Paul Newbury and Christos-Nikolaos Anagnostopoulos The Minimum Energy Expenditure Shortest Path Method . . . . . . . . . . . . . . 31--44 Alexander P. Pobegailo Construction of Small Circular Arcs on a Sphere of Unit Quaternions . . . . . . . 45--51 Anonymous Erratum: ``Efficient Cubic B-spline Image Interpolation on a GPU'', by Frédéric Champagnat and Yves Le Sant, J. Graph. Tools 14(4) 218--232 (2012) . . . 53--53
Mohammad Obaid and Erik Sintorn and Daniel Sjölie and Morten Fjeld Message from the Editors: SIGRAD 2014 Special Issue of the \em Journal of Graphics Tools . . . . . . . . . . . . . 55--58 Marco Fratarcangeli and Fabio Pellacini A GPU-Based Implementation of Position Based Dynamics for Interactive Deformable Bodies . . . . . . . . . . . 59--66 Linus Källberg and Thomas Larsson Faster Approximation of Minimum Enclosing Balls by Distance Filtering and GPU Parallelization . . . . . . . . 67--84 Filipe M. M. Marreiros and Örjan Smedby Single-Monitor-Mirror Stereoscopic Display . . . . . . . . . . . . . . . . 85--97 R. Dupre and V. Argyriou and D. Greenhill Prediction of Physics Simulation using Dimensionality Reduction and Regression 99--110
Francesco Banterle Editorial . . . . . . . . . . . . . . . 111--111 Nicola Asuni and Andrea Giachetti TESTIMAGES: A Large Data Archive For Display and Algorithm Testing . . . . . 113--125 Benjamin Keinert and Henry Schäfer and Johann Korndörfer and Urs Ganse and Marc Stamminger Improved Ray Casting of Procedural Distance Bounds . . . . . . . . . . . . 127--138 Rafael Ivo and Fabio Ganovelli and Creto Vidal and Joaquim Bento Cavalcante-Neto and Roberto Scopigno Adapting Splat-based Models to Curved Sharp Features . . . . . . . . . . . . . 139--150 Michael R. Schmidt Toward Improved Batchability of $3$D Objects Using a Consolidated Shader . . 151--158 Adriana Schulz and Wojciech Matusik and Luiz Velho ChoreoGraphics: An Authoring Tool for Dance Shows . . . . . . . . . . . . . . 159--176 Anonymous EOV Editorial Board . . . . . . . . . . ebi--ebi