Eurographics/SIGGRAPH Graphics Hardware 2004 papers on the web

Page maintained by Lin Da and Tim Rowley.
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Note that when possible I link to the page containing the link to the actual PDF or PS of the preprint. I prefer this as it gives some context to the paper and avoids possible copyright problems with direct linking. Thus you may need to search on the page to find the actual document.

Changelog

Session 1: Rendering

A Quadrilateral Rendering Primitive
Kai Hormann, Marco Tarini
A Hierarchical Shadow Volume Algorithm (project page)
Timo Aila, Tomas Akenine-Müller
Squeeze: Numerical-Precision-Optimized Volume Rendering
Ingmar Bitter, Neophytos Neophytou, Klaus Mueller, Arie E. Kaufman

Session 2: Compilation

Mio: Fast Multipass Partitioning via Priority-Based Instruction Scheduling
Andrew T. Riffel, Aaron E. Lefohn, Kiril Vidimce, Mark Leone, John D. Owens
Efficient Partitioning of Fragment Shaders for Multiple-Output Hardware
Tim Foley, Mike Houston, Pat Hanrahan

Session 4: Texturing

Tile-Based Texture Mapping on Graphics Hardware
Li-Yi Wei
Silhouette Maps for Improved Texture Magnification
Pradeep Sen

Session 5: Architectures

VIEW: A View-Independent Graphics Rendering Architecture
Jason Stewart, Eric Bennett, Leonard McMillan
A Flexible Simulation Framework for Graphics Architectures
Jeremy W. Sheaffer, David Luebke, Kevin Skadron
Realtime Ray Tracing of Dynamic Scenes on an FPGA Chip
Joerg Schmittler, Sven Woop, Daniel Wagner, Philipp Slusallek, Wolfgang J. Paul
A Programmable Vertex Shader with Fixed-Point SIMD Datapath for Low Power Wireless Applications (group page)
Ju-Ho Sohn, Ramchan Woo, Hoi-Jun Yoo

Session 6: Computation

UberFlow: A GPU-Based Particle Engine
Peter Kipfer, Marc Segal, Rüdiger Westermann
Hardware-based Simulation and Collision Detection for Large Particle Systems
Andreas Kolb, Lutz Latta, Christof Rezk-Salama
Understanding the Efficiency of GPU Algorithms for Matrix-Matrix Multiplication
Kayvon Fatahalian, Jeremy Sugerman, Pat Hanrahan

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