Rendering Acceleration
The Walkthrough Group
Interactive Ray Tracing
Logarithmic Perspective Shadow Maps
Cache-Efficient Layouts of Bounding Volume Hierarchies
Cache-oblivious Mesh Layouts
Quick-VDR: Interactive View-Dependent Rendering of Massive Models
Interactive View-Dependent Rendering with Conservative Occlusion Culling in Complex Environments
Incremental Textured-Depth Meshes
Interactive Shadow Generation in Complex Environments
Interactive Visibility Culling with Occlusion-Switches
GigaWalk Walthrough System
Spatial Encoding
Video Based Acceleration Techniques
HLODs
Hierachical Levels of Detail
GAPS
General and Automatic Polygonal Simplification
Appearance-Preserving Simplification
Successive Mapping Simplification
Simplification Envelopes
Visibility Culling of Large Models
Rendering Curved Models