Page maintained by Ke-Sen Huang.
If you have additions or changes, send an e-mail.
Information here is provided with the permission of the ACM.
Note that when possible I link to the page containing the link to the actual PDF or PS of the preprint.
I prefer this as it gives some context to the paper and avoids possible copyright problems with direct linking.
Thus you may need to search on the page to find the actual document.
ACM Digital Library: High Performance Graphics 2010
the Eurographics Digital Library Link for the paper
Paper Abstract
Author Preprint
Paper Video
Paper Presentation
Paper Images
Paper Data
Demo Program or Source Code
Related Links
Changelog
Micropolygons I
- Hardware Implementation of Micropolygon Rasterization with Motion and Defocus Blur
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John Brunhaver,
Kayvon Fatahalian,
Pat Hanrahan
- Space-Time Hierarchical Occlusion Culling for Micropolygon Rendering with Motion Blur
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Solomon Boulos,
Edward Luong,
Kayvon Fatahalian,
Henry Moreton,
Pat Hanrahan
Micropolygons II
- A Lazy Object-Space Shading Architecture With Decoupled Sampling
(Abstract)
()
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Christopher A. Burns,
Kayvon Fatahalian,
William R. Mark
- Task Management for Irregular-Parallel Workloads on the GPU
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Stanley Tzeng,
Anjul Patney,
John Owens
Rendering with Volumes
- Real Time Volumetric Shadows using Polygonal Light Volumes
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Markus Billeter,
Erik Sintorn,
Ulf Assarsson
- Ambient Occlusion Volumes
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Morgan McGuire
- Large Data Visualization on Distributed Memory Multi-GPU Clusters
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Thomas Fogal,
Hank Childs,
Siddharth Shankar,
Jens Krueger,
Dan Bergeron,
Philip J. Hatcher
Ray tracing I
- Edge Avoiding A-Trous Wavelet Transform for fast Global Illumination Filtering
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Holger Dammertz,
Daniel Sewtz,
Johannes Hanika,
Hendrik P. Lensch
- Parallel SAH k-D Tree Construction
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Byn Choi,
Rakesh Komuravelli,
Victor Lu,
Hyojin Sung,
Robert L. Bocchino,
Sarita V. Adve,
John C. Hart
- HLBVH: Hierarchical LBVH Construction for Real-Time Ray Tracing of Dynamic Geometry
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Jacopo Pantaleoni,
David Luebke
Ray tracing II
- AnySL: Efficient and Portable Shading for Ray Tracing
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)
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Sebastian Hack,
Ralf Karrenberg,
Dmitri Rubinstein,
Phillip Slusallek
- Restart Trail for Stackless BVH Traversal
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Samuli Laine
- Architecture Considerations for Tracing Incoherent Rays
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Timo Aila,
Tero Karras
GPU Algorithms
- A Work-Efficient GPU Algorithm for Level Set Segmentation
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Mike Roberts,
Jeff Packer,
Mario Costa Sousa,
Joseph Ross Mitchell
- GPU Random Numbers via the Tiny Encryption Algorithm
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Fahad Zafar,
Marc Olano,
Aaron Curtis
- Texture Compression of Light Maps using Smooth Profile Functions
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Jim Rasmusson,
Jacob Strom,
Per Wennersten,
Michael Doggett,
Tomas Akenine-Moller
Surfaces and rasterization
- Efficient Bounding of Displaced Bezier Patches
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Jacob Munkberg,
Jon Hasselgren,
Robert Toth,
Tomas Akenine-Moller
- Analytical Motion Blur Rasterization with Compression
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Carl Johan Gribel,
Michael Doggett,
Tomas Akenine-Moller
- Real-time stochastic rasterization on conventional GPU architectures
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Morgan McGuire,
Eric Enderton,
Peter Shirley,
David Luebke
kesen.huang@gmail.com