Page maintained by Ke-Sen Huang.
If you have additions or changes, send an e-mail.
Information here is provided with the permission of the ACM.
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.
ACM Digital Library: Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics 2011
the Eurographics Digital Library Link for the paper
Paper Abstract
Author Preprint
Paper Video
Paper Presentation
Paper Images
Paper Data
Demo Program or Source Code
Related Links
Changelog
Paper Session 1: Approximate Global Illumination
- SSLPV: Subsurface Light Propagation Volumes
-
Jesper Borlum,
Brian Bunch Christensen,
Thomas Kim Kjeldsen,
Peter Trier Mikkelsen,
Karsten Ostergaard Noe,
Jens Rimestad,
Jesper Mosegaard
- Real-Time Diffuse Global Illumination Using Radiance Hints
-
Georgios Papaioannou
- The Alchemy Screen-Space Ambient Obscurance Algorithm
-
Morgan McGuire,
Brian Osman,
Michael Bukowski,
Padraic Hennessy
Paper Session 2: Parallel Ray Tracing
- Voxelized Shadow Volumes
-
Chris Wyman
- Improving SIMD Efficiency for Parallel Monte Carlo Light Transport on the GPU
-
Dietger van Antwerpen
- Active Thread Compaction for GPU Path Tracing
-
Ingo Wald
Paper Session 3: Acceleration Structures
- Simpler and Faster HLBVH with Work Queues
-
Kirill Garanzha,
Jacopo Pantaleoni,
David McAllister
- MSBVH: An Efficient Acceleration Data Structure for Ray Traced Motion Blur
-
Leonhard Gruenschloss,
Martin Stich,
Sehera Nawaz,
Alexander Keller
- SAH KD-Tree Construction on GPU
-
Zhefeng Wu,
Fukai Xhao,
Xinguo Liu
Paper Session 4: GPU Computing & Computational Graphics
- High-Performance Software Rasterization on GPUs
-
Samuli Laine,
Tero Karras
- Randomized Selection on the GPU
-
Laura Monroe,
Joanne Wendelberger,
Sarah Michalak
- VoxelPipe: A Programmable Pipeline for 3D Voxelization
-
Jacopo Pantaleoni
Paper Session 5: Rethinking Rasterization
- Hierarchical Stochastic Motion Blur Rasterization
-
Jacob Munkberg,
Petrik Clarberg,
Jon Hasselgren,
Robert Toth,
Masamichi Sugihara,
Tomas Akenine-Moller
- Adaptive Transparency
(GDC version Paper and Code)
-
Marco Salvi,
Jefferson Montgomery,
Aaron Lefohn
- Depth Buffer Compression for Stochastic Motion Blur Rasterization
-
Magnus Andersson,
Jon Hasselgren,
Tomas Akenine-Moller
Paper Session 6: Geometric Computations
- Farthest-Point Optimized Point Sets with Maximized Minimum Distance
-
Thomas Schlomer,
Daniel Heck,
Oliver Deussen
- An Inexpensive Bounding Representation for Offsets of Quadratic Curves
-
Erik Ruf
- Rapid Simplification of Multi-Attribute Meshes
-
Andrew Willmott
Paper Session 7: Hardware & Textures
- Precision Selection for Energy-Efficient Pixel Shaders
-
Jeff Pool,
Anselmo Lastra,
Montek Singh
- Primitive processing and advanced shading architecture for embedded space
-
Max Kazakov,
Eisaku Ohbuchi
- Lossless Compression of Already Compressed Textures
-
Jacob Strom,
Per Wennersten
kesen.huang@gmail.com