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High-Performance Graphics 2012

2012
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Preface and Table of Contents
Higher-Order Rasterization
Design and Novel Uses of Higher-Dimensional Rasterization
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Jim Nilsson, Petrik Clarberg, Björn Johnsson, Jacob Munkberg, Jon Hasselgren, Robert Toth, Marco Salvi, and Tomas Akenine-Möller

Adaptive Image Space Shading for Motion and Defocus Blur
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Karthik Vaidyanathan, Robert Toth, Marco Salvi, Solomon Boulos, and Aaron Lefohn

High-Quality Parallel Depth-of-Field Using Line Samples
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Stanley Tzeng, Anjul Patney, Andrew Davidson, Mohamed S. Ebeida, Scott A. Mitchell, and John D. Owens

Spatial Indexing
Maximizing Parallelism in the Construction of BVHs, Octrees, and k-d Trees
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Tero Karras

kANN on the GPU with Shifted Sorting
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Shengren Li, Lance Simons, Jagadeesh Bhaskar Pakaravoor, Fatemeh Abbasinejad, John D. Owens, and Nina Amenta

SRDH: Specializing BVH Construction and Traversal Order Using Representative Shadow Ray Sets
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Nicolas Feltman, Minjae Lee, and Kayvon Fatahalian

Hardware
Algorithm and VLSI Architecture for Real-Time 1080p60 Video Retargeting
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Pierre Greisen, Manuel Lang, Simon Heinzle, and Aljosa Smolic

Power Efficiency for Software Algorithms Running on Graphics Processors
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Björn Johnsson, Per Ganestam, Michael Doggett, and Tomas Akenine-Möller

Real-Time Rendering
Reducing Aliasing Artifacts through Resampling
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Alexander Reshetov

Clustered Deferred and Forward Shading
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Ola Olsson, Markus Billeter, and Ulf Assarsson

Scalable Ambient Obscurance
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Morgan McGuire, Michael Mara, and David Luebke

Texture and Appearance
Adaptive Scalable Texture Compression
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Jorn Nystad, Anders Lassen, Andy Pomianowski, Sean Ellis, and Tom Olson

Parallel Patch–based Texture Synthesis
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Anass Lasram and Sylvain Lefebvre

Representing Appearance and Pre-filtering Subpixel Data in Sparse Voxel Octrees
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Eric Heitz and Fabrice Neyret