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