Last update:
Sat Oct 14 15:37:03 MDT 2017
Alvy 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