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	<title>Real-Time Rendering &#187; Pacific Graphics 2009</title>
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	<description>Tracking the latest developments in interactive rendering techniques</description>
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		<title>Pacific Graphics 2009 Papers</title>
		<link>http://www.realtimerendering.com/blog/pacific-graphics-2009-papers/</link>
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		<pubDate>Wed, 09 Sep 2009 18:58:14 +0000</pubDate>
		<dc:creator>Naty</dc:creator>
				<category><![CDATA[Resources]]></category>
		<category><![CDATA[Pacific Graphics 2009]]></category>

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		<description><![CDATA[The incomparable Ke-Sen Huang has put up yet another graphics conference papers page, this time for Pacific Graphics 2009.  The full papers list is up and there is a good number of preprints linked.  Pacific Graphics has had a good number of interesting papers over the years; this year continues the tradition.  HPCCD: Hybrid Parallel [...]]]></description>
			<content:encoded><![CDATA[<p>The incomparable <a href="http://kesen.huang.googlepages.com/">Ke-Sen Huang</a> has put up <a href="http://kesen.huang.googlepages.com/pg2009Papers.htm">yet another graphics conference papers page</a>, this time for <a href="http://cg.postech.ac.kr/pg2009/index.php">Pacific Graphics 2009</a>.  The full papers list is up and there is a good number of preprints linked.  Pacific Graphics has had a good number of interesting papers over the years; this year continues the tradition.  <a href="http://sglab.kaist.ac.kr/HPCCD/"><em>HPCCD: Hybrid Parallel Continuous Collision Detection</em></a> proposes an interesting combined CPU-GPU collision detection algorithm.  <a href="http://liris.cnrs.fr/~egalin/Pdf/2009/2009-aperiodic.pdf"><em>Procedural Generation of Rock Piles using Aperiodic Tiling</em></a> uses an aperiodic tiling method (similar to a 3D version of Wang Tiles) to enable the quick placement of large numbers of random-seeming rocks.  The technique described in  <a href="http://www.kunzhou.net/2009/subpixel_shadow.pdf"><em>Fast, Sub-pixel Antialiased Shadow Maps</em></a> is quite expensive (it improves quality and adds cost to  the already-costly irregular z-buffer technique), but it is worth looking at for applications running on advanced hardware (in other words, not for current-gen games platforms).  Finally, <a href="http://graphics.im.ntu.edu.tw/docs/pg09_yue.pdf"><em>Interactive Rendering of Interior Scenes with Dynamic Environmental Illumination</em></a> presents a PRT-like approach to render complex interiors lit by arbitrary environmental lighting coming in through windows.</p>
<p>Three more papers lack online preprints or abstracts (at the moment) but have promising titles: <em>Procedural Synthesis using Vortex Particle Method for Fluid Simulation</em>, <em>Linkless Octree Using Multi-Level Perfect Hashing</em>, and <em>The Dual-microfacet Model for Capturing Thin Transparent Slabs</em>.</p>
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