Eurographics/ ACM SIGGRAPH Symposium on High Performance Graphics 2011




Preface and Table of Contents


Børlum, Jesper; Christensen, Brian Bunch; Kjeldsen, Thomas Kim; Mikkelsen, Peter Trier; Noe, Karsten Østergaard; Rimestad, Jens; Mosegaard, Jesper
SSLPV: Subsurface Light Propagation Volumes


Papaioannou, Georgios
Real-Time Diffuse Global Illumination Using Radiance Hints


McGuire, Morgan; Osman, Brian; Bukowski, Michael; Hennessy, Padraic
The Alchemy Screen-Space Ambient Obscurance Algorithm


Wyman, Chris
Voxelized Shadow Volumes


Antwerpen, Dietger van
Improving SIMD Efficiency for Parallel Monte Carlo Light Transport on the GPU


Wald, Ingo
Active Thread Compaction for GPU Path Tracing


Garanzha, Kirill; Pantaleoni, Jacopo; McAllister, David
Simpler and Faster HLBVH with Work Queues


Gruenschloß, Leonhard; Stich, Martin; Nawaz, Sehera; Keller, Alexander
MSBVH: An Efficient Acceleration Data Structure for Ray Traced Motion Blur


Wu, Zhefeng; Zhao, Fukai; Liu, Xinguo
SAH KD-Tree Construction on GPU


Laine, Samuli; Karras, Tero
High-Performance Software Rasterization on GPUs


Monroe, Laura; Wendelberger, Joanne; Michalak, Sarah
Randomized Selection on the GPU


Pantaleoni, Jacopo
VoxelPipe: A Programmable Pipeline for 3D Voxelization


Munkberg, Jacob; Clarberg, Petrik; Hasselgren, Jon; Toth, Robert; Sugihara, Masamichi; Akenine-Moeller, Tomas
Hierarchical Stochastic Motion Blur Rasterization


Salvi, Marco; Montgomery, Jefferson; Lefohn, Aaron
Adaptive Transparency


Andersson, Magnus; Hasselgren, Jon; Akenine-Moeller, Tomas
Depth Buffer Compression for Stochastic Motion Blur Rasterization


Schlömer, Thomas; Heck, Daniel; Deussen, Oliver
Farthest-Point Optimized Point Sets with Maximized Minimum Distance


Ruf, Erik
An Inexpensive Bounding Representation for Offsets of Quadratic Curves


Willmott, Andrew
Rapid Simplifi cation of Multi-Attribute Meshes


Pool, Jeff; Lastra, Anselmo; Singh, Montek
Precision Selection for Energy-Effi cient Pixel Shaders


Kazakov, Max; Ohbuchi, Eisaku
Primitive Processing and Advanced Shading Architecture for Embedded Space


Ström, Jacob; Wennersten, Per
Lossless Compression of Already Compressed Textures