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19. Graphics Hardware 2004: Grenoble, France
- Michael D. McCool, Tomas Akenine-Möller:

Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Symposium on Graphics Hardware 2004, Grenoble, France, August 29-30, 2004. Eurographics Association 2004, ISBN 3-905673-15-0
Rendering
- Kai Hormann

, Marco Tarini:
A quadrilateral rendering primitive. 7-14 - Timo Aila, Tomas Akenine-Möller:

A hierarchical shadow volume algorithm. 15-23 - Ingmar Bitter, Neophytos Neophytou, Klaus Mueller, Arie E. Kaufman:

Squeeze: numerical-precision-optimized volume rendering. 25-34
Compilation
- Andrew Riffel, Aaron E. Lefohn, Kiril Vidimce, Mark Leone, John D. Owens:

Mio: fast multipass partitioning via priority-based instruction scheduling. 35-44 - Theresa Foley, Mike Houston, Pat Hanrahan:

Efficient partitioning of fragment shaders for multiple-output hardware. 45-53
Texturing
- Li-Yi Wei:

Tile-based texture mapping on graphics hardware. 55-63 - Pradeep Sen

:
Silhouette maps for improved texture magnification. 65-73
Architectures
- Jason Stewart, Eric P. Bennett, Leonard McMillan:

PixelView: a view-independent graphics rendering architecture. 75-84 - Jeremy W. Sheaffer, David P. Luebke, Kevin Skadron

:
A flexible simulation framework for graphics architectures. 85-94 - Jörg Schmittler, Sven Woop, Daniel Wagner, Wolfgang J. Paul, Philipp Slusallek:

Realtime ray tracing of dynamic scenes on an FPGA chip. 95-106 - Ju-Ho Sohn, Ramchan Woo, Hoi-Jun Yoo:

A programmable vertex shader with fixed-point SIMD datapath for low power wireless applications. 107-114
Computation
- Peter Kipfer, Mark Segal, Rüdiger Westermann:

UberFlow: a GPU-based particle engine. 115-122 - Andreas Kolb

, Lutz Latta
, Christof Rezk-Salama:
Hardware-based simulation and collision detection for large particle systems. 123-131 - Kayvon Fatahalian, Jeremy Sugerman, Pat Hanrahan:

Understanding the efficiency of GPU algorithms for matrix-matrix multiplication. 133-137

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