2012 2 Optimizing Realistic Rendering With Many-Light Methods

“Optimizing Realistic Rendering With Many-Light Methods” by Křivánek, Hasan, Arbree, Dachsbacher and Walter

2012 1 Computational Displays

“Computational Displays” by Gutierrez, Hirsch and Lanman

2011 21 Filtering Approaches for Real-Time Anti-Aliasing

“Filtering Approaches for Real-Time Anti-Aliasing” by Jimenez, Gutierrez, Yang, Reshetov, Demoreuille, et al. …

2011 20 Compiler Techniques for Rendering

“Compiler Techniques for Rendering” by Gritz, Leone, Parker, Slusallek and Walter

2011 19 Production Volume Rendering 2

“Production Volume Rendering 2” by Wrenninge, Zafar, Clinton, Harding, Graham, et al. …

2011 18 Character Rigging, Deformations, and Simulations in Film and Game Production

“Character Rigging, Deformations, and Simulations in Film and Game Production” by McLaughlin, Cutler and Coleman

2011 17 Applying Color Theory to Digital Media and Visualization

“Applying Color Theory to Digital Media and Visualization” by Rhyne

2011 16 Production Volume Rendering 1

“Production Volume Rendering 1” by Wrenninge and Zafar

2011 15 Stereoscopy From XY to Z

“Stereoscopy From XY to Z” by Gateau, Neuman and Salvati

2011 14 Cinematography The Visuals & the Story

“Cinematography: The Visuals & the Story” by Block

2011 13 Modeling 3D Urban Spaces Using Procedural and Simulation-Based Techniques

“Modeling 3D Urban Spaces Using Procedural and Simulation-Based Techniques” by Wonka, Aliaga, Müller and Vanegas

2011 12 Beyond Programmable Shading II

“Beyond Programmable Shading II” by Houston, Lefohn, Salvi, Parker, Wyman, et al. …

2011 11 Advances in New Interfaces for Musical Expression

“Advances in New Interfaces for Musical Expression” by Lyons

2011 10 Beyond Programmable Shading I

“Beyond Programmable Shading I” by Houston, Lefohn, Koduri, Ragan-Kelley, Laine, et al. …

2011 9 Storytelling With Color

“Storytelling With Color” by Altieri and Walvoord

2011 8 Advances in Real-Time Rendering in Games Part 2

“Advances in Real-Time Rendering in Games: Part 2” by Tatarchuk, White, Barré-Brisebois, Lazarov, Fillipov, et al. …

2011 7 PhysBAM Physically Based Simulation

“PhysBAM: Physically Based Simulation” by Dubey, Hanrahan, Fedkiw, Lentine and Schroeder

2011 6 Build Your Own Glasses-Free 3D Display

“Build Your Own Glasses-Free 3D Display” by Lanman and Hirsch

2011 5 Advances in Real-Time Rendering in Games Part I

“Advances in Real-Time Rendering in Games: Part I” by Tatarchuk, Chen, Hall, Hall, Edwards, et al. …

2011 4 Liquid Simulation With Mesh-Based Surface Tracking

“Liquid Simulation With Mesh-Based Surface Tracking” by Wojtan, Müller-Fischer and Brochu

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