Graphics Hardware 2006

Sheaffer, Jeremy W.; Luebke, David P.; Skadron, Kevin
The Visual Vulnerability Spectrum: Characterizing Architectural Vulnerability for Graphics Hardware

Shi, Weidong; Lee, Hsien-Hsin S.; Yoo, Richard M.; Boldyreva, Alexandra
A Digital Rights Enabled Graphics Processing System

Akeley, Kurt; Su, Jonathan
Minimum Triangle Separation for Correct Z-Buffer Occlusion

Moerschell, Adam; Owens, John D.
Distributed Texture Memory in a Multi-GPU Environment

Forest, Vincent; Barthe, Loïc; Paulin, Mathias
Realistic Soft Shadows by Penumbra-Wedges Blending

Hadwiger, Markus; Kratz, Andrea; Sigg, Christian; Bühler, Katja
GPU-Accelerated Deep Shadow Maps for Direct Volume Rendering

Segovia, Benjamin; Iehl, Jean Claude; Mitanchey, Richard; Péroche, Bernard
Non-interleaved Deferred Shading of Interleaved Sample Patterns

Schroders, Marc F. A.; Gulik, Rob van
Quadtree Relief Mapping

Woop, Sven; Marmitt, Gerd; Slusallek, Philipp
B-KD Trees for Hardware Accelerated Ray Tracing of Dynamic Scenes

Han, Bo; Zhou, Bingfeng
Efficient Video Decoding on GPUs by Point Based Rendering

Sussman, Myles; Crutchfield, William; Papakipos, Matthew
Pseudorandom Number Generation on the GPU

Munkberg, Jacob; Akenine-Möller, Tomas; Ström, Jacob
High Quality Normal Map Compression

Hasselgren, Jon; Akenine-Möller, Tomas
Efficient Depth Buffer Compression

Inada, Tetsugo; McCool, Michael D.
Compressed Lossless Texture Representation and Caching