%************************2001*************
@inproceedings{GH01:017-024:2001,
 crossref = {GH01-proc},
 author = {C. Rezk-Salama and M. Scheuering and G. Soza and  G. Greiner},
 title = {{Fast Volumetric Deformation On General Purpose Hardware}},
 pages = {17--24},
 URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH01/017-024.pdf},
}
@inproceedings{GH01:025-032:2001,
 crossref = {GH01-proc},
 author = {Henry Moreton},
 title = {{Watertight Tessellation using Forward Differencing}},
 pages = {25--32},
 URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH01/025-032.pdf},
}
@inproceedings{GH01:033-040:2001,
 crossref = {GH01-proc},
 author = {M. Boo and M. Amor and M. Doggett and J. Hirche and  W. Strasser},
 title = {{Hardware Support for Adaptive Subdivision Surface Rendering}},
 pages = {33--40},
 URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH01/033-040.pdf},
}
@inproceedings{GH01:041-046:2001,
 crossref = {GH01-proc},
 author = {Ramesh Raskar},
 title = {{Hardware Support for Non-photorealistic Rendering}},
 pages = {41--46},
 URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH01/041-046.pdf},
}
@inproceedings{GH01:047-055:2001,
 crossref = {GH01-proc},
 author = {William R. Mark and Kekoa Proudfoot},
 title = {{Compiling to a VLIW Fragment Pipeline}},
 pages = {47--55},
 URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH01/047-055.pdf},
}
@inproceedings{GH01:057-063:2001,
 crossref = {GH01-proc},
 author = {William R. Mark and Kekoa Proudfoot},
 title = {{The F-Buffer: A Rasterization-Order FIFO Buffer for Multi-Pass Rendering}},
 pages = {57--63},
 URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH01/057-063.pdf},
}
@inproceedings{GH01:065-072:2001,
 crossref = {GH01-proc},
 author = {Michael D. McCool and Cluis Wales and  Kevin Moule},
 title = {{Incremental and Hierarchical Hilbert Order Edge Equation Polygon Rasterization}},
 pages = {65--72},
 URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH01/065-072.pdf},
}
@inproceedings{GH01:073-080:2001,
 crossref = {GH01-proc},
 author = {Craig M. Wittenbrink},
 title = {{R-Buffer: A Pointeriess A-Buffer Hardware Architecture}},
 pages = {73--80},
 URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH01/073-080.pdf},
}
@inproceedings{GH01:081-086:2001,
 crossref = {GH01-proc},
 author = {Eugene Lapidous and Guofang Jiao and Jianbo Zhang and Timothy Wilson},
 title = {{Quasi-Linear Depth Buffers With Variable Resolution}},
 pages = {81--86},
 URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH01/081-086.pdf},
}
@inproceedings{GH01:087-094:2001,
 crossref = {GH01-proc},
 author = {John C. Hart},
 title = {{Perlin Noise Pixel Shaders}},
 pages = {87--94},
 URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH01/087-094.pdf},
}
@inproceedings{GH01:095-098:2001,
 crossref = {GH01-proc},
 author = {Marc Olano and Shrijeet Mukherjee and Angus Dorbie},
 title = {{Vertex-based Anisotropic Texturing}},
 pages = {95--98},
 URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH01/095-098.pdf},
}
@inproceedings{GH01:099-107:2001,
 crossref = {GH01-proc},
 author = {Hyun-Chul Shin and Jin-Aeon Lee and Lee-Sup Kim},
 title = {{SPAF: Sub-texel Precision Anisotropic Filtering}},
 pages = {99--107},
 URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH01/099-107.pdf},
}
@inproceedings{GH01:109-114:2001,
 crossref = {GH01-proc},
 author = {Jan Kautz and Wolfgang Heidrich and Hans-Peter Seidel},
 title = {{Real-Time Bump Map Synthesis}},
 pages = {109--114},
 URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH01/109-114.pdf},
}
@proceedings{GH01-proc,
editor = {Kurt Akeley and Ulrich Neumann},
title = {{Graphics Hardware}},
year = {2001},
issn = {1727-3471},
address = {Los Angeles, USA},
publisher = {Eurographics Association}}

%***********************************2002*****************

@inproceedings{KE:2002:ATM,
booktitle = {SIGGRAPH/Eurographics Workshop on Graphics Hardware},
year = {2002},
pages = {007-015},
crossref = {GH02-proc},
location = {Saarbr{\"u}cken, Germany},
publisher = {Eurographics Association},
URL = {http://www.eg.org/EG/DL/WS/EGGH02/007-015-kraus.pdf},
title = {Adaptive Texture Maps},
author = {M. Kraus and  T. Ertl},
}

@inproceedings{MB:2002:RHF,
booktitle = {SIGGRAPH/Eurographics Workshop on Graphics Hardware},
year = {2002},
pages = {017-026},
crossref = {GH02-proc},
location = {Saarbr{\"u}cken, Germany},
publisher = {Eurographics Association},
URL = {http://www.eg.org/EG/DL/WS/EGGH02/017-026-meinds.pdf},
title = {Resample Hardware for 3D Graphics},
author = {K. Meinds and  B. Barenbrug},
}
@inproceedings{SW:2002:SAH,
booktitle = {SIGGRAPH/Eurographics Workshop on Graphics Hardware},
year = {2002},
pages = {027-036},
crossref = {GH02-proc},
location = {Saarbr{\"u}cken, Germany},
publisher = {Eurographics Association},
URL = {http://www.eg.org/EG/DL/WS/EGGH02/027-036-schmittler.pdf},
title = {SaarCOR - A Hardware Architecture for Ray Tracing},
author = {J. Schmittler and  I. Wald and  P. Slusallek},
}
@inproceedings{CH:2002:TRE,
booktitle = {SIGGRAPH/Eurographics Workshop on Graphics Hardware},
year = {2002},
pages = {037-046},
crossref = {GH02-proc},
location = {Saarbr{\"u}cken, Germany},
publisher = {Eurographics Association},
URL = {http://www.eg.org/EG/DL/WS/EGGH02/037-046-carr.pdf},
title = {The Ray Engine},
author = {N. A. Carr and  J. D. Hall and  J. C. Hart},
}
@inproceedings{OK:2002:CRA,
booktitle = {SIGGRAPH/Eurographics Workshop on Graphics Hardware},
year = {2002},
pages = {047-056},
crossref = {GH02-proc},
location = {Saarbr{\"u}cken, Germany},
publisher = {Eurographics Association},
URL = {http://www.eg.org/EG/DL/WS/EGGH02/047-056-owens.pdf},
title = {Comparing Reyes and OpenGL on a Stream Architecture},
author = {J. D. Owens and  B. Khailany and  B. Towles and  W. J. Dally},
}
@inproceedings{MQ:2002:SM,
booktitle = {SIGGRAPH/Eurographics Workshop on Graphics Hardware},
year = {2002},
pages = {057-068},
crossref = {GH02-proc},
location = {Saarbr{\"u}cken, Germany},
publisher = {Eurographics Association},
URL = {http://www.eg.org/EG/DL/WS/EGGH02/057-068-mccool-electronic.pdf},
title = {Shader Metaprogramming},
author = {M. D. McCool and  Z. Qin and  T. S. Popa},
}
@inproceedings{CN:2002:EPO,
booktitle = {SIGGRAPH/Eurographics Workshop on Graphics Hardware},
year = {2002},
pages = {069-078},
crossref = {GH02-proc},
location = {Saarbr{\"u}cken, Germany},
publisher = {Eurographics Association},
URL = {http://www.eg.org/EG/DL/WS/EGGH02/069-078-chan.pdf},
title = {Efficient Partitioning of Fragment Shaders for Multipass Rendering on Programmable Graphics Hardware},
author = {E. Chan and  R. Ng and  P. Sen and  K. Proudfoot and  P. Hanrahan},
}
@inproceedings{ML:2002:ERO,
booktitle = {SIGGRAPH/Eurographics Workshop on Graphics Hardware},
year = {2002},
pages = {079-088},
crossref = {GH02-proc},
location = {Saarbr{\"u}cken, Germany},
publisher = {Eurographics Association},
URL = {http://www.eg.org/EG/DL/WS/EGGH02/079-088-mcallister.pdf},
title = {Efficient Rendering of Spatial Bi-directional Reflectance Distribution Functions},
author = {D. K. McAllister and  A. A. Lastra and  W. Heidrich},
}
@inproceedings{MM:2002:LLP,
booktitle = {SIGGRAPH/Eurographics Workshop on Graphics Hardware},
year = {2002},
pages = {089-098},
crossref = {GH02-proc},
location = {Saarbr{\"u}cken, Germany},
publisher = {Eurographics Association},
URL = {http://www.eg.org/EG/DL/WS/EGGH02/089-098-ma-electronic.pdf},
title = {Low Latency Photon Mapping Using Block Hashing},
author = {V. C. H. Ma and  M. D. McCool},
}
@inproceedings{DY:2002:IRO,
booktitle = {SIGGRAPH/Eurographics Workshop on Graphics Hardware},
year = {2002},
pages = {099-108},
crossref = {GH02-proc},
location = {Saarbr{\"u}cken, Germany},
publisher = {Eurographics Association},
URL = {http://www.eg.org/EG/DL/WS/EGGH02/099-108-dobashi.pdf},
title = {Interactive Rendering of Atmospheric Scattering Effects Using Graphics Hardware},
author = {Y. Dobashi and  T. Yamamoto and  T. Nishita},
}
@inproceedings{HC:2002:PBV,
booktitle = {SIGGRAPH/Eurographics Workshop on Graphics Hardware},
year = {2002},
pages = {109-118},
crossref = {GH02-proc},
location = {Saarbr{\"u}cken, Germany},
publisher = {Eurographics Association},
URL = {http://www.eg.org/EG/DL/WS/EGGH02/109-118-harris.pdf},
title = {Physically-Based Visual Simulation on Graphics Hardware},
author = {M. J. Harris and  G. Coombe and  T. Scheuermann and  A. Lastra},
}
@inproceedings{GR:2002:HQU,
booktitle = {SIGGRAPH/Eurographics Workshop on Graphics Hardware},
year = {2002},
pages = {119-125},
crossref = {GH02-proc},
location = {Saarbr{\"u}cken, Germany},
publisher = {Eurographics Association},
URL = {http://www.eg.org/EG/DL/WS/EGGH02/119-125-guthe.pdf},
title = {High-Quality Unstructured Volume Rendering on the PC Platform},
author = {S. Guthe and  S. R{\"o}ttger and   A. Schieber and  W. Strasser and   T. Ertl},
}
@inproceedings{FK:2002:DGS,
booktitle = {SIGGRAPH/Eurographics Workshop on Graphics Hardware},
year = {2002},
pages = {127-135},
crossref = {GH02-proc},
location = {Saarbr{\"u}cken, Germany},
publisher = {Eurographics Association},
URL = {http://www.eg.org/EG/DL/WS/EGGH02/127-135-frank.pdf},
title = {Dependency Graph Scheduling in a Volumetric Ray Tracing Architecture},
author = {S. Frank and  A. Kaufman},
}
@inproceedings{MK:2002:ARI,
booktitle = {SIGGRAPH/Eurographics Workshop on Graphics Hardware},
year = {2002},
pages = {137-146},
crossref = {GH02-proc},
location = {Saarbr{\"u}cken, Germany},
publisher = {Eurographics Association},
URL = {http://www.eg.org/EG/DL/WS/EGGH02/137-146-meissner.pdf},
title = {A Reconfigurable Interactive Volume Rendering System},
author = {M. Meißner and  U. Kanus and  G. Wetekam and  J. Hirche and  A. Ehlert and  W. Strasser and  M. Doggett and  R. Proksa},
}
@proceedings{GH02-proc,
 editor = {Thomas Ertl and Wolfgang Heidrich and Michael Doggett},
 title = {{SIGGRAPH}/{E}urographics {W}orkshop on {G}raphics {H}ardware},
 year = {2002},
 address = {Saarbr{\"u}cken, Germany},
 publisher = {Eurographics Association},
 }
%--------------------------------2003


@inproceedings{OK:2003:ASL,
booktitle = {SIGGRAPH/Eurographics Workshop on Graphics Hardware},
year = {2003},
pages = {007-014},
crossref = {GH03-proc},
location = {San Diego, California},
publisher = {Eurographics Association},
URL = {http://www.eg.org/EG/DL/WS/EGGH03/007-014-olano.pdf},
title = {Automatic Shader Level of Detail},
author = {Marc Olano and  Bob Kuehne and  Maryann Simmons },
}
@inproceedings{SG:2003:MMI,
booktitle = {SIGGRAPH/Eurographics Workshop on Graphics Hardware},
year = {2003},
pages = {015-024},
crossref = {GH03-proc},
location = {San Diego, California},
publisher = {Eurographics Association},
URL = {http://www.eg.org/EG/DL/WS/EGGH03/015-024-shiue.pdf},
title = {Mesh Mutation in Programmable Graphics Hardware},
author = {Le-Jeng Shiue and  Vineet Goel and  Jorg Peters},
}
@inproceedings{GR:2003:CIC,
booktitle = {SIGGRAPH/Eurographics Workshop on Graphics Hardware},
year = {2003},
pages = {025-032},
crossref = {GH03-proc},
location = {San Diego, California},
publisher = {Eurographics Association},
URL = {http://www.eg.org/EG/DL/WS/EGGH03/025-032-govindaraju.pdf},
title = {CULLIDE: Interactive Collision Detection Between Complex Models in Large Environments using Graphics Hardware},
author = {Naga K. Govindaraju and  Stephane Redon and  Ming C. Lin and
          Dinesh Manocha},
}
@inproceedings{AD:2003:AOS,
booktitle = {SIGGRAPH/Eurographics Workshop on Graphics Hardware},
year = {2003},
pages = {033-040},
crossref = {GH03-proc},
location = {San Diego, California},
publisher = {Eurographics Association},
URL = {http://www.eg.org/EG/DL/WS/EGGH03/033-040-assarsson.pdf},
title = { An Optimized Soft Shadow Volume Algorithm with Real-Time Performance},
author = {Ulf Assarsson and  Michael Dougherty and Michael Mounier and
          Tomas Akenine-Moller},
}
@inproceedings{PD:2003:PMO,
booktitle = {SIGGRAPH/Eurographics Workshop on Graphics Hardware},
year = {2003},
pages = {041-050},
crossref = {GH03-proc},
location = {San Diego, California},
publisher = {Eurographics Association},
URL = {http://www.eg.org/EG/DL/WS/EGGH03/041-050-purcell.pdf},
title = {Photon Mapping on Programmable Graphics Hardware},
author = {T. J. Purcell and  C. Donner and  M. Cammarano and
          H. Wann Jensen and  P. Hanrahan},
}
@inproceedings{CH:2003:GAF,
booktitle = {SIGGRAPH/Eurographics Workshop on Graphics Hardware},
year = {2003},
pages = {051-059},
crossref = {GH03-proc},
location = {San Diego, California},
publisher = {Eurographics Association},
URL = {http://www.eg.org/EG/DL/WS/EGGH03/051-059-carr.pdf},
title = {GPU Algorithms for Radiosity and Subsurface Scattering },
author = {Nathan A. Carr and  Jesse D. Hall and  John C. Hart},
}
@inproceedings{KK:2003:3DG,
booktitle = {SIGGRAPH/Eurographics Workshop on Graphics Hardware},
year = {2003},
pages = {060-067},
crossref = {GH03-proc},
location = {San Diego, California},
publisher = {Eurographics Association},
URL = {http://www.eg.org/EG/DL/WS/EGGH03/060-067-kameyama.pdf},
title = {3D Graphics LSI Core for Mobile Phone Z3D},
author = {M. Kameyama and  Y. Kato and  H. Fujimoto and
        H. Negishi and  Y. Kodama and  Y. Inoue and  H. Kawai},
}
@inproceedings{LP:2003:AEH,
booktitle = {SIGGRAPH/Eurographics Workshop on Graphics Hardware},
year = {2003},
pages = {068-075},
crossref = {GH03-proc},
location = {San Diego, California},
publisher = {Eurographics Association},
URL = {http://www.eg.org/EG/DL/WS/EGGH03/068-075-lee.pdf},
title = {An Effective Hardware Architecture for Bump Mapping Using Angular Operation},
author = {S.G. Lee and  W.C. Park and  W.J. Lee and  T.D. Han and  S.B. Yang},
}
@inproceedings{KW:2003:VAC,
booktitle = {SIGGRAPH/Eurographics Workshop on Graphics Hardware},
year = {2003},
pages = {076-083},
crossref = {GH03-proc},
location = {San Diego, California},
publisher = {Eurographics Association},
URL = {http://www.eg.org/EG/DL/WS/EGGH03/076-083-kanus.pdf},
title = {VoxelCache: A Cache-Based Memory Architecture for Volume Graphics},
author = {Urs Kanus and  Gregor Wetekam and  Johannes Hirche},
}
@inproceedings{Fenney:2003:TCU,
booktitle = {SIGGRAPH/Eurographics Workshop on Graphics Hardware},
year = {2003},
pages = {084-091},
crossref = {GH03-proc},
location = {San Diego, California},
publisher = {Eurographics Association},
URL = {http://www.eg.org/EG/DL/WS/EGGH03/084-091-fenney.pdf},
title = {Texture Compression using Low-Frequency Signal Modulation},
author = {Simon Fenney},
}
@inproceedings{HB:2003:SOC,
booktitle = {SIGGRAPH/Eurographics Workshop on Graphics Hardware},
year = {2003},
pages = {092-101},
crossref = {GH03-proc},
location = {San Diego, California},
publisher = {Eurographics Association},
URL = {http://www.eg.org/EG/DL/WS/EGGH03/092-101-harris.pdf},
title = {Simulation of Cloud Dynamics on Graphics Hardware},
author = {Mark J. Harris and  William Baxter and  Thorsten Scheuermann and
        Anselmo Lastra },
}
@inproceedings{GW:2003:AMS,
booktitle = {SIGGRAPH/Eurographics Workshop on Graphics Hardware},
year = {2003},
pages = {102-111},
crossref = {GH03-proc},
location = {San Diego, California},
publisher = {Eurographics Association},
URL = {http://www.eg.org/EG/DL/WS/EGGH03/102-111-goodnight.pdf},
title = { A Multigrid Solver for Boundary Value Problems Using Programmable Graphics
          Hardware},
author = {Nolan Goodnight and  Cliff Woolley and  Gregory Lewin and  David
          Luebke and  Greg Humphreys},
}
@inproceedings{MA:2003:TFO,
booktitle = {SIGGRAPH/Eurographics Workshop on Graphics Hardware},
year = {2003},
pages = {112-119},
crossref = {GH03-proc},
location = {San Diego, California},
publisher = {Eurographics Association},
URL = {http://www.eg.org/EG/DL/WS/EGGH03/112-119-moreland.pdf},
title = {The FFT on a GPU},
author = {Kenneth Moreland and  Edward Angel},
}

@proceedings{GH03-proc,
 editor = {M. Doggett and W. Heidrich and W. Mark and A. Schilling},
 title = {{SIGGRAPH}/{E}urographics {W}orkshop on {G}raphics {H}ardware},
 year = {2003},
 address = {San Diego, California},
 publisher = {Eurographics Association},
 }


%************************************2004****************************
@inproceedings{GH2004:007-014:2004,
 crossref = {GH2004-proc},
 author = {Kai Hormann and Marco Tarini},
 title = {{A Quadrilateral Rendering Primitive}},
 pages = {7--14},
 URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH04/007-014.pdf},
}
@inproceedings{GH2004:015-024:2004,
 crossref = {GH2004-proc},
 author = {Timo Aila and Tomas Akenine-M{\"o}ller},
 title = {{A Hierarchical Shadow Volume Algorithm }},
 pages = {15--24},
 URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH04/015-024.pdf},
}
@inproceedings{GH2004:025-034:2004,
 crossref = {GH2004-proc},
 author = {Ingmar Bitter and Neophytos Neophytou and Klaus Mueller and Arie E. Kaufman},
 title = {{Squeeze: Numerical-Precision-Optimized Volume Rendering}},
 pages = {25--34},
 URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH04/025-034.pdf},
}
@inproceedings{GH2004:035-044:2004,
 crossref = {GH2004-proc},
 author = {Andrew Riffel and Aaron E. Lefohn and Kiril Vidimce and Mark Leone and John D. Owens},
 title = {{Mio: Fast Multipass Partitioning via Priority-Based Instruction Scheduling}},
 pages = {35--44},
 URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH04/035-044.pdf},
}
@inproceedings{GH2004:045-054:2004,
 crossref = {GH2004-proc},
 author = {Tim Foley and Mike Houston and Pat Hanrahan},
 title = {{Efficient Partitioning of Fragment Shaders for Multiple-Output Hardware}},
 pages = {45--54},
 URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH04/045-054.pdf},
}
@inproceedings{GH2004:055-064:2004,
 crossref = {GH2004-proc},
 author = {Li-Yi Wei},
 title = {{Tile-Based Texture Mapping on Graphics Hardware}},
 pages = {55--64},
 URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH04/055-064.pdf},
}
@inproceedings{GH2004:065-064:2004,
 crossref = {GH2004-proc},
 author = {Pradeep Sen},
 title = {{Silhouette Maps for Improved Texture Magnification}},
 pages = {65--74},
 URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH04/065-064.pdf},
}
@inproceedings{GH2004:075-084:2004,
 crossref = {GH2004-proc},
 author = {J. Stewart and E.P. Bennett and L. McMillan},
 title = {{PixelView: A View-Independent Graphics Rendering Architecture}},
 pages = {75--84},
 URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH04/075-084.pdf},
}
@inproceedings{GH2004:085-094:2004,
 crossref = {GH2004-proc},
 author = {J. W. Sheaffer and D. Luebke and K. Skadron},
 title = {{A Flexible Simulation Framework for Graphics Architectures}},
 pages = {85--94},
 URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH04/085-094.pdf},
}
@inproceedings{GH2004:095-106:2004,
 crossref = {GH2004-proc},
 author = {J{\"o}rg Schmittler and Sven Woop and Daniel Wagner and Wolfgang J. Paul and Philipp Slusallek},
 title = {{Realtime Ray Tracing of Dynamic Scenes on an FPGA Chip}},
 pages = {95--106},
 URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH04/095-106.pdf},
}
@inproceedings{GH2004:107-114:2004,
 crossref = {GH2004-proc},
 author = {Ju-Ho Sohn and Ramchan Woo and Hoi-Jun Yoo},
 title = {{A Programmable Vertex Shader with Fixed-Point SIMD Datapath for Low Power Wireless Applications }},
 pages = {107--114},
 URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH04/107-114.pdf},
}
@inproceedings{GH2004:115-122:2004,
 crossref = {GH2004-proc},
 author = {Peter Kipfer and Mark Segal and R{\"u}diger Westermann},
 title = {{UberFlow: A GPU-Based Particle Engine}},
 pages = {115--122},
 URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH04/115-122.pdf},
}
@inproceedings{GH2004:123-132:2004,
 crossref = {GH2004-proc},
 author = {A. Kolb and L. Latta and C. Rezk-Salama},
 title = {{Hardware-based Simulation and Collision Detection for Large Particle Systems}},
 pages = {123--132},
 URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH04/123-132.pdf},
}
@inproceedings{GH2004:133-138:2004,
 crossref = {GH2004-proc},
 author = {K. Fatahalian and J. Sugerman and P. Hanrahan },
 title = {{Understanding the Efficiency of GPU Algorithms for Matrix-Matrix Multiplication}},
 pages = {133--138},
 URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH04/133-138.pdf},
}
@proceedings{GH2004-proc,
editor = {Mark Harris and David Luebke},
title = {{Graphics Hardware}},
year = {2004},
isbn = {3-905673-15-0},
issn = {1727-3471},
address = {Grenoble, France},
publisher = {Eurographics Association},
}
%****************************************2005******************

@inproceedings{EGGH05:007-014:2005,
 crossref = {EGGH05-proc},
 author = {Daniel Wexler and Larry Gritz and Eric Enderton and Jonathan Rice},
 title = {{GPU-Accelerated High-Quality Hidden Surface Removal}},
 pages = {7--14 },
 URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH05/007-014.pdf},
 DOI = {10.2312/EGGH/EGGH05/007-014}
}
@inproceedings{EGGH05:015-022:2005,
 crossref = {EGGH05-proc},
 author = {Tim Foley and Jeremy Sugerman},
 title = {{KD-Tree Acceleration Structures for a GPU Raytracer}},
 pages = {15--22 },
 URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH05/015-022.pdf},
 DOI = {10.2312/EGGH/EGGH05/015-022}
}
@inproceedings{EGGH05:023-033:2005,
 crossref = {EGGH05-proc},
 author = {Samuli Laine},
 title = {{Split-Plane Shadow Volumes}},
 pages = {23--33 },
 URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH05/023-033.pdf},
 DOI = {10.2312/EGGH/EGGH05/023-033}
}
@inproceedings{EGGH05:033-040:2005,
 crossref = {EGGH05-proc},
 author = {Yosuke Bando and Takahiro Saito and Masahiro Fujita},
 title = {{Hexagonal Storage Scheme for Interleaved Frame Buffers and Textures}},
 pages = {33--40 },
 URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH05/033-040.pdf},
 DOI = {10.2312/EGGH/EGGH05/033-040}
}
@inproceedings{EGGH05:041-044:2005,
 crossref = {EGGH05-proc},
 author = {Justin Hensley and Montek Singh and Anselmo Lastra },
 title = {{A Fast, Energy-Efficient Z-Comparator}},
 pages = {41--44 },
 URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH05/041-044.pdf},
 DOI = {10.2312/EGGH/EGGH05/041-044}
}
@inproceedings{EGGH05:045-052:2005,
 crossref = {EGGH05-proc},
 author = {G.Wetekam and D. Staneker and U. Kanus and M.Wand },
 title = {{A Hardware Architecture for Multi-Resolution Volume Rendering}},
 pages = {45--52 },
 URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH05/045-052.pdf},
 DOI = {10.2312/EGGH/EGGH05/045-052}
}
@inproceedings{EGGH05:053-062:2005,
 crossref = {EGGH05-proc},
 author = {Budirijanto Purnomo and Jonathan Bilodeau and Jonathan D. Cohen and Subodh Kumar },
 title = {{Hardware-Compatible Vertex Compression Using Quantization and Simplication}},
 pages = {53--62 },
 URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH05/053-062.pdf},
 DOI = {10.2312/EGGH/EGGH05/053-062}
}
@inproceedings{EGGH05:063-070:2005,
 crossref = {EGGH05-proc},
 author = {Jacob Str{\"o}m and Tomas Akenine-M{\"o}ller },
 title = {{iPACKMAN: High-Quality, Low-Complexity Texture Compression for Mobile Phones}},
 pages = {63--70 },
 URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH05/063-070.pdf},
 DOI = {10.2312/EGGH/EGGH05/063-070}
}
@inproceedings{EGGH05:071-080:2005,
 crossref = {EGGH05-proc},
 author = {Jiawen Chen and Michael I. Gordon and William Thies and Matthias Zwicker and Kari Pulli and Frédo Durand },
 title = {{A Recongurable Architecture for Load-Balanced Rendering}},
 pages = {71--80 },
 URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH05/071-080.pdf},
 DOI = {10.2312/EGGH/EGGH05/071-080}
}
@inproceedings{EGGH05:081-090:2005,
 crossref = {EGGH05-proc},
 author = {T. Whitted and J. Kajiya },
 title = {{Fully Procedural Graphics}},
 pages = {81--90 },
 URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH05/081-090.pdf},
 DOI = {10.2312/EGGH/EGGH05/081-090}
}
@inproceedings{EGGH05:091-098:2005,
 crossref = {EGGH05-proc},
 author = {Alan Heirich },
 title = {{Optimal Automatic Multi-pass Shader Partitioning by Dynamic Programming}},
 pages = {91--98 },
 URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH05/091-098.pdf},
 DOI = {10.2312/EGGH/EGGH05/091-098}
}
@inproceedings{EGGH05:099-104:2005,
 crossref = {EGGH05-proc},
 author = {Tamy Boubekeur and Christophe Schlick },
 title = {{Generic Mesh Renement on GPU}},
 pages = {99--104 },
 URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH05/099-104.pdf},
 DOI = {10.2312/EGGH/EGGH05/099-104}
}
@inproceedings{EGGH05:105-110:2005,
 crossref = {EGGH05-proc},
 author = {Marc Olano },
 title = {{Modified Noise for Evaluation on Graphics Hardware}},
 pages = {105--110 },
 URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH05/105-110.pdf},
 DOI = {10.2312/EGGH/EGGH05/105-110}
}
@proceedings{EGGH05-proc,
editor = {Michael Mei{\ss}ner and Bengt-Olaf Schneider},
title = {{Graphics Hardware}},
year = {2005},
isbn = {1-59593-086-8},
issn = {1727-3471},
address = {Los Angeles, California},
publisher = {Eurographics Association}}

%****************************************2006******************

@inproceedings{EGGH06:009-016:2006,
 crossref = {EGGH06-proc},
 author = {Jeremy W. Sheaffer and David P. Luebke and Kevin Skadron},
 title = {{The Visual Vulnerability Spectrum: Characterizing Architectural Vulnerability for Graphics Hardware}},
 pages = {9--16},
 URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH06/009-016.pdf},
 DOI = {10.2312/EGGH/EGGH06/009-016}
}
@inproceedings{EGGH06:017-026:2006,
 crossref = {EGGH06-proc},
 author = {Weidong Shi and Hsien-Hsin S. Lee and Richard M. Yoo and Alexandra Boldyreva},
 title = {{A Digital Rights Enabled Graphics Processing System}},
 pages = {17--26},
 URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH06/017-026.pdf},
 DOI = {10.2312/EGGH/EGGH06/017-026}
}
@inproceedings{EGGH06:027-030:2006,
 crossref = {EGGH06-proc},
 author = {Kurt Akeley and Jonathan Su},
 title = {{Minimum Triangle Separation for Correct Z-Buffer Occlusion}},
 pages = {27--30},
 URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH06/027-030.pdf},
 DOI = {10.2312/EGGH/EGGH06/027-030}
}
@inproceedings{EGGH06:031-038:2006,
 crossref = {EGGH06-proc},
 author = {Adam Moerschell and John D. Owens},
 title = {{Distributed Texture Memory in a Multi-GPU Environment}},
 pages = {31--38},
 URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH06/031-038.pdf},
 DOI = {10.2312/EGGH/EGGH06/031-038}
}
@inproceedings{EGGH06:039-047:2006,
 crossref = {EGGH06-proc},
 author = {Vincent Forest and Loïc Barthe and Mathias Paulin},
 title = {{Realistic Soft Shadows by Penumbra-Wedges Blending}},
 pages = {39--47},
 URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH06/039-047.pdf},
 DOI = {10.2312/EGGH/EGGH06/039-047}
}
@inproceedings{EGGH06:049-052:2006,
 crossref = {EGGH06-proc},
 author = {Markus Hadwiger and Andrea Kratz and Christian Sigg and  Katja B{\"u}hler},
 title = {{GPU-Accelerated Deep Shadow Maps for Direct Volume Rendering}},
 pages = {49--52},
 URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH06/049-052.pdf},
 DOI = {10.2312/EGGH/EGGH06/049-052}
}
@inproceedings{EGGH06:053-060:2006,
 crossref = {EGGH06-proc},
 author = {Benjamin Segovia and Jean Claude Iehl and Richard Mitanchey and Bernard Péroche},
 title = {{Non-interleaved Deferred Shading of Interleaved Sample Patterns}},
 pages = {53--60},
 URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH06/053-060.pdf},
 DOI = {10.2312/EGGH/EGGH06/053-060}
}
@inproceedings{EGGH06:061-066:2006,
 crossref = {EGGH06-proc},
 author = {Marc F. A. Schroders and Rob van Gulik},
 title = {{Quadtree Relief Mapping}},
 pages = {61--66},
 URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH06/061-066.pdf},
 DOI = {10.2312/EGGH/EGGH06/061-066}
}
@inproceedings{EGGH06:067-077:2006,
 crossref = {EGGH06-proc},
 author = {Sven Woop and Gerd Marmitt and Philipp Slusallek},
 title = {{B-KD Trees for Hardware Accelerated Ray Tracing of Dynamic Scenes}},
 pages = {67--77},
 URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH06/067-077.pdf},
 DOI = {10.2312/EGGH/EGGH06/067-077}
}
@inproceedings{EGGH06:079-086:2006,
 crossref = {EGGH06-proc},
 author = {Bo Han and Bingfeng Zhou},
 title = {{Efficient Video Decoding on GPUs by Point Based Rendering}},
 pages = {79--86},
 URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH06/079-086.pdf},
 DOI = {10.2312/EGGH/EGGH06/079-086}
}
@inproceedings{EGGH06:087-094:2006,
 crossref = {EGGH06-proc},
 author = {Myles Sussman and William Crutchfield and Matthew Papakipos},
 title = {{Pseudorandom Number Generation on the GPU}},
 pages = {87--94},
 URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH06/087-094.pdf},
 DOI = {10.2312/EGGH/EGGH06/087-094}
}
@inproceedings{EGGH06:095-101:2006,
 crossref = {EGGH06-proc},
 author = {Jacob Munkberg and Tomas Akenine-M{\"o}ller and Jacob Str{\"o}m},
 title = {{High Quality Normal Map Compression}},
 pages = {95--101},
 URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH06/095-101.pdf},
 DOI = {10.2312/EGGH/EGGH06/095-101}
}
@inproceedings{EGGH06:103-110:2006,
 crossref = {EGGH06-proc},
 author = {Jon Hasselgren and Tomas Akenine-M{\"o}ller},
 title = {{Efficient Depth Buffer Compression}},
 pages = {103--110},
 URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH06/103-110.pdf},
 DOI = {10.2312/EGGH/EGGH06/103-110}
}
@inproceedings{EGGH06:111-120:2006,
 crossref = {EGGH06-proc},
 author = {Tetsugo Inada and Michael D. McCool},
 title = {{Compressed Lossless Texture Representation and Caching}},
 pages = {111--120},
 URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH06/111-120.pdf},
 DOI = {10.2312/EGGH/EGGH06/111-120}
}

@proceedings{EGGH06-proc,
 editor = {Mark Harris and Michael Meissner and Marc Olano and Philipp Slusallek},
 title = {Graphics Hardware},
 year = {2006},
 isbn = {3-905673-37-1},
 issn = {1727-3471},
 address = {Vienna, Austria},
 publisher = {Eurographics Association}
}

%------------------------------2007
@inproceedings{EGGH07:7-16:2007,
crossref = {EGGH07-proc},
author = {Tomas Akenine-M{\"o}ller and Jacob Munkberg and Jon Hasselgren},
title = {{Stochastic Rasterization using Time-Continuous Triangles }},
pages = {7-16},
URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH07/007-016.pdf},
DOI = {10.2312/EGGH/EGGH07/007-016},
abstract = {We present a novel algorithm for stochastic rasterization which can rasterize triangles with attributes depending on a parameter, t, varying continuously from t = 0 to t = 1 inside a single frame. These primitives are called timecontinuous triangles, and can be used to render motion blur. We develop efficient techniques for rasterizing timecontinuous triangles, and specialized sampling and filtering algorithms for improved image quality. Our algorithm needs some new hardware mechanisms implemented on top of today?s graphics hardware pipelines. However, our algorithm can leverage much of the already existing hardware units in contemporary GPUs, which makes the implementation fairly inexpensive. We introduce time-dependent textures, and show that motion blurred shadows and motion blurred reflections can be handled in our framework. In addition, we also present new techniques for efficient rendering of depth of field and glossy planar reflections using our stochastic rasterizer.}
}

@inproceedings{EGGH07:17-24:2007,
crossref = {EGGH07-proc},
author = {D. Brandon Lloyd and Naga K. Govindaraju and Steven E. Molnar and Dinesh Manocha},
title = {{Practical logarithmic rasterization for low-error shadow maps }},
pages = {17-24},
URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH07/017-024.pdf},
DOI = {10.2312/EGGH/EGGH07/017-024},
abstract = {Logarithmic shadow maps can deliver the same quality as competing shadow map algorithms with substantially less storage and bandwidth. We show how current GPU architectures can be modified incrementally to support rendering of logarithmic shadow maps at current GPU fill rates. Specifically, we modify the rasterizer to support rendering to a nonuniform grid with the same watertight rasterization properties as current rasterizers. We also describe a depth compression scheme to handle the nonlinear primitives produced by logarithmic rasterization. Our proposed architecture enhancements align with current trends of decreasing cost for on-chip computation relative to off-chip bandwidth and storage. For a modest increase in computation, logarithmic rasterization can greatly reduce shadow map bandwidth and storage costs.}
}

@inproceedings{EGGH07:25-36:2007,
crossref = {EGGH07-proc},
author = {Diego Nehab and Pedro V. Sander and Jason Lawrence and Natalya Tatarchuk and John R. Isidoro},
title = {{Accelerating Real-Time Shading with Reverse Reprojection Caching }},
pages = {25-36},
URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH07/025-036.pdf},
DOI = {10.2312/EGGH/EGGH07/025-036},
abstract = {Evaluating pixel shaders consumes a growing share of the computational budget for real-time applications. However, the significant temporal coherence in visible surface regions, lighting conditions, and camera location allows reusing computationally-intensive shading calculations between frames to achieve significant performance improvements at little degradation in visual quality. This paper investigates a caching scheme based on reverse reprojection which allows pixel shaders to store and reuse calculations performed at visible surface points. We provide guidelines to help programmers select appropriate values to cache and present several policies for keeping cached entries up-to-date. Our results confirm this approach offers substantial performance gains for many common real-time effects, including precomputed global lighting effects, stereoscopic rendering, motion blur, depth of field, and shadow mapping.}
}

@inproceedings{EGGH07:37-40:2007,
crossref = {EGGH07-proc},
author = {Jacob Munkberg and Ola Olsson and Jacob Stroem and and Tomas Akenine-Moeller},
title = {{Tight Frame Normal Map Compression }},
pages = {37-40},
URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH07/037-040.pdf},
DOI = {10.2312/EGGH/EGGH07/037-040},
abstract = {We present a new powerful and flexible fixed-rate normal map compression algorithm with higher quality than existing schemes on a test suite of normal maps. Our algorithm encodes a tight box with uniform normals inside the box, and in addition, a special mode is introduced for handling slowly varying normals. We also discuss several error measures needed to understand the qualities of different algorithms. We believe the high quality of our technique makes it a potential candidate for inclusion in OpenGL ES.}
}

@inproceedings{EGGH07:40-48:2007,
crossref = {EGGH07-proc},
author = {Jim Rasmusson and Jon Hasselgren and Tomas Akenine-Moeller},
title = {{Exact and Error-bounded Approximate Color Buffer Compression and Decompression }},
pages = {40-48},
URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH07/041-048.pdf},
DOI = {10.2312/EGGH/EGGH07/041-048},
abstract = {In this paper, we first present a survey of existing color buffer compression algorithms. After that, we introduce a new scheme based on an exactly reversible color transform, simple prediction, and Golomb-Rice encoding. In addition to this, we introduce an error control mechanism, which can be used for approximate (lossy) color buffer compression. In this way, the introduced error is kept under strict control. To the best of our knowledge, this has not been explored before in the literature. Our results indicate superior compression ratios compared to existing algorithms, and we believe that approximate compression can be important for mobile GPUs.}
}

@inproceedings{EGGH07:49-54:2007,
crossref = {EGGH07-proc},
author = {Jacob Stroem and Martin Pettersson},
title = {{ETC2: Texture Compression using Invalid Combinations }},
pages = {49-54},
URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH07/049-054.pdf},
DOI = {10.2312/EGGH/EGGH07/049-054},
abstract = {We present a novel texture compression system for improved image quality. Building on the iPACKMAN/ETC method, bit combinations that are invalid in that system are used to allow for three additional decompression modes without increasing the bit rate. These modes increase quality, especially for color edges and blocks with smoothly varying content. Due to the use of invalid bit combinations, the system, called ETC2, is backwards compatible with iPACKMAN/ETC. It outperforms S3TC/DXTC and iPACKMAN/ETC in terms of PSNR with 0.8 dB and 1.0 dB respectively, which is clearly visible to the human eye.}
}

@inproceedings{EGGH07:55-64:2007,
crossref = {EGGH07-proc},
author = {Jeremy W. Sheaffer and David P. Luebke and Kevin Skadron},
title = {{A Hardware Redundancy and Recovery Mechanism for Reliable Scientific Computation on Graphics Processors }},
pages = {55-64},
URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH07/055-064.pdf},
DOI = {10.2312/EGGH/EGGH07/055-064},
abstract = {General purpose computation on graphics processors (GPGPU) has rapidly evolved since the introduction of commodity programmable graphics hardware. With the appearance of GPGPU computation-oriented APIs such as AMD?s Close to the Metal (CTM) and NVIDIA?s Compute Unified Device Architecture (CUDA), we begin to see GPU vendors putting financial stakes into this non-graphics, one-time niche market. Major supercomputing installations are building GPGPU clusters to take advantage of massively parallel floating point capabilities, and Folding@Home has even released a GPU port of its protein folding distributed computation client. But in order for GPGPU to truly become important to the supercomputing community, vendors will have to address the heretofore unimportant reliability concerns of graphics processors. We present a hardware redundancy-based approach to reliability for general purpose computation on GPUs that requires minimal change to existing GPU architectures. Upon detecting an error, the system invokes an automatic recovery mechanism that only recomputes erroneous results. Our results show that our technique imposes less than a 1.5× performance penalty and saves energy for GPGPU but is completely transparent to general graphics and does not affect the performance of the games that drive the market.}
}

@inproceedings{EGGH07:65-72:2007,
crossref = {EGGH07-proc},
author = {F. Hassan and J. E. Carletta},
title = {{A Real-Time FPGA-Based Architecture for a Reinhard-like Tone Mapping Operator }},
pages = {65-72},
URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH07/065-072.pdf},
DOI = {10.2312/EGGH/EGGH07/065-072},
abstract = {This paper presents a field-programmable gate array-based hardware architecture for a Reinhard-like tone mapping operator. Modifications to the original Reinhard operator were done to ensure that the operator is amenable to implementation in hardware. The architecture is described in VHDL and has been synthesized using Altera Quartus tools. It achieves an operating frequency consistent with a video rate of 60 frames per second for a frame of 1024×768 pixels. The quality of the implementation is measured using peak signal-tonoise ratios on testbench images.}
}

@inproceedings{EGGH07:73-80:2007,
crossref = {EGGH07-proc},
author = {Byeong-Gyu Nam and Jeabin Lee and Kwanho Kim and Seung Jin Lee and Hoi-Jun Yoo},
title = {{A Low-Power Handheld GPU using Logarithmic Arithmetic and Triple DVFS Power Domains }},
pages = {73-80},
URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH07/073-080.pdf},
DOI = {10.2312/EGGH/EGGH07/073-080},
abstract = {In this paper, a low-power GPU architecture is described for the handheld systems with limited power and area budgets. The GPU is designed using logarithmic arithmetic for power- and area-efficient design. For this GPU, a multifunction unit is proposed based on the hybrid number system of floating-point and logarithmic numbers and the matrix, vector, and elementary functions are unified into a single arithmetic unit. It achieves the single-cycle throughput for all these functions, except for the matrix-vector multiplication with 2-cycle throughput. The vertex shader using this function unit as its main datapath shows 49.3% cycle count reduction compared with the latest work for OpenGL transformation and lighting (TnL) kernel. The rendering engine uses also the logarithmic arithmetic for implementing the divisions in pipeline stages. The GPU is divided into triple dynamic voltage and frequency scaling power domains to minimize the power consumption at a given performance level. It shows a performance of 5.26Mvertices/s at 200MHz for the OpenGL TnL and 52.4mW power consumption at 60fps. It achieves 2.47 times performance improvement while reducing 50.5% power and 38.4% area consumption compared with the latest work.}
}

@inproceedings{EGGH07:81-88:2007,
crossref = {EGGH07-proc},
author = {Magnus Strengert and Thomas Klein and Thomas Ertl},
title = {{A Hardware-Aware Debugger for the OpenGL Shading Language }},
pages = {81-88},
URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH07/081-088.pdf},
DOI = {10.2312/EGGH/EGGH07/081-088},
abstract = {The enormous flexibility of the modern GPU rendering pipeline as well as the availability of high-level shader languages have led to an increased demand for sophisticated programming tools. As the application domain for GPU-based algorithms extends beyond traditional computer graphics, shader programs become more and more complex. The turn-around time for debugging, profiling, and optimizing GPU-based algorithms is now a critical factor in application development which is not addressed adequately by the tools available. In this paper we present a generic, minimal intrusive, and application-transparent solution for debugging OpenGL Shading Language programs, which for the first time fully supports GLSL 1.2 vertex and fragment shaders plus the recent geometry shader extension. By transparently instrumenting the shader program we retrieve information directly from the hardware pipeline and provide data for visual debugging and program analysis.}
}

@inproceedings{EGGH07:89-96:2007,
crossref = {EGGH07-proc},
author = {Carlos D. Correa and Deborah Silver},
title = {{Programmable Shaders for Deformation Rendering }},
pages = {89-96},
URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH07/089-096.pdf},
DOI = {10.2312/EGGH/EGGH07/089-096},
abstract = {In this paper, we present a method for rendering deformations as part of the programmable shader pipeline of contemporary Graphical Processing Units. In our method, we allow general deformations including cuts. Previous approaches to deformation place the role of the GPU as a general purpose processor for computing vertex displacement.With the advent of vertex texture fetch in current GPUs, a number of approaches have been proposed to integrate deformation into the rendering pipeline. However, the rendering of cuts cannot be easily programmed into a vertex shader, due to the inability to change the topology of the mesh. Furthermore, rendering smooth deformed surfaces requires a fine tessellation of the mesh, in order to prevent self-intersection and meshing artifacts for large deformations. In our approach, we overcome these problems by considering deformation as a part of the pixel shader, where transformation is performed on a per-pixel basis. We demonstrate how this approach can be efficiently implemented using contemporary graphics hardware to obtain high-quality rendering of deformation at interactive rates.}
}

@inproceedings{EGGH07:97-106:2007,
crossref = {EGGH07-proc},
author = {Shubhabrata Sengupta and Mark Harris and Yao Zhang and John D. Owens},
title = {{Scan Primitives for GPU Computing }},
pages = {97-106},
URL = {http://www.eg.org/EG/DL/WS/EGGH/EGGH07/097-106.pdf},
DOI = {10.2312/EGGH/EGGH07/097-106},
abstract = {The scan primitives are powerful, general-purpose data-parallel primitives that are building blocks for a broad range of applications. We describe GPU implementations of these primitives, specifically an efficient formulation and implementation of segmented scan, on NVIDIA GPUs using the CUDA API. Using the scan primitives, we show novel GPU implementations of quicksort and sparse matrix-vector multiply, and analyze the performance of the scan primitives, several sort algorithms that use the scan primitives, and a graphical shallow-water fluid simulation using the scan framework for a tridiagonal matrix solver.}
}

@proceedings{EGGH07-proc,
editor = {Mark Segal and Timo Aila},
title = {Graphics Hardware},
year = {2007},
isbn = {978-3-905673-47-0},
issn = {1727-3471},
address = {San Diego, California, USA},
publisher = {Eurographics Association}
}