Pen-and-Ink Illustration of Trees Oliver Deussen Thomas Strothotte A Simple, Efficient Method for Realistic Animation of Clouds Yoshinori Dobashi Kazufumi Kaneda Hideo Yamashita Tsuyoshi Okita Tomoyuki Nishita Animating Explosions Gary D. Yngve James F. O'Brien Jessica K. Hodgins Computer Modeling of Fallen Snow Paul Fearing Time-Dependent Visual Adaptation for Realistic Real-Time Image Display Sumanta N. Pattanaik Jack Tumblin Hector Yee Donald P. Greenberg Toward a Psychophysically Based Light Reflection Model for Image Synthesis Fabio Pellacini James A. Ferwerda Donald P. Greenberg A Microfacet-Based BRDF Generator Michael Ashikhmin Simon Premoze Peter Shirley Monte Carlo Evaluation of Non-Linear Scattering Equations for Subsurface Reflection Matt Pharr Pat Hanrahan Displaced Subdivision Surfaces Aaron W.F. Lee Henry Moreton Hugues Hoppe Normal Meshes Igor Guskov Peter Schröder Kiril Vidimce Wim Sweldens A Microfacet-Based BRDF Generator Michael Ashikhmin Simon Premoze Peter Shirley !3 Subdivision Leif Kobbelt Piecewise Smooth Subdivision Surfaces With Normal Control Henning Biermann Denis Zorin Adi Levin Environment Matting Extensions: Towards Higher Accuracy and Real-Time Capture Yung-Yu Chuang Douglas E. Zongker Joel Hindorff Brian Curless David H. Salesin Richard Szeliski The Digital Michelangelo Project: 3D Scanning of Large Statues Marc Levoy Kari Pulli Szymon Rusinkiewicz David Koller Lucas Pereira Matt Ginzton Sean E. Anderson James Davis Jeremy Ginsberg Brian Curless Jonathan W. Shade Duane Fulk Acquiring the Reflectance Field of a Human Face Paul E. Debevec Tim Hawkins Chris Tchou Haarm-Pieter Duiker Westley Sarokin Mark Sagar As-Rigid-As-Possible Shape Interpolation Marc Alexa Daniel Cohen-Or David Levin Pose Space Deformations: A Unified Approach to Shape Interpolation and Skeleton-Driven Deformation J.P. Lewis Matt Cordner Nickson Fong The EMOTE Model for Effort and Shape Monica Costa Liwei Zhao Diane M. Chi Norman I. Badler Style Machines Matthew Brand Aaron Hertzmann Timewarp Rigid Body Simulation Brian Mirtich Interactive Control and Composition of Physically Based Animation Joseph F. Laszlo Michiel van de Panne Eugene Fiume Interactive Manipulation of Rigid Body Simulations Jovan Popovic Steven M. Seitz Michael Erdmann Zoran Popovic Andrew Witkin Sampling Plausible Solutions to Multi-Body Constraint Problems Stephen Chenney D.A. Forsyth Conservative Volumetric Visibility With Occluder Fusion Gernot Schaufler Julie Dorsey Xavier Decoret François X. Sillion Conservative Visibility Preprocessing Using Extended Projections Frédo Durand George Drettakis Joelle Thollot Claude Puech Adaptively Sampled Fields: A General Representation of Shape for Computer Graphics Sarah F. Frisken Ronald Perry Alyn Rockwood Thouis Jones Patching Catmull-Clark Meshes Jorg Peters Out-of-Core Simplification of Large Polygonal Models Peter Lindstrom Face Fixer: Compressing Polygon Meshes With Properties Martin Isenburg Jack Snoeyink Progressive Geometry Compression Andrei Khodakovsky Peter Schröder Wim Sweldens Spectral Compression of Mesh Geometry Zachi Karni Craig Gotsman Surface Light Fields for 3D Photography Daniel N. Wood Daniel I. Azuma Ken Aldinger Brian Curless Tom Duchamp Werner Stuetzle David H. Salesin Dynamically Reparameterized Light Fields Aaron Isaksen Leonard McMillan Steven J. Gortler Plenoptic Sampling Jin-Xiang Chai Xin Tong Shing-Chow Chan Harry Shum An Autostereoscopic Display Ken Perlin Salvatore Paxia Joel Kollin Silhouette Clipping Pedro V. Sander Xianfeng Gu Steven J. Gortler Hugues Hoppe John M. Snyder Surfels: Surface Elements as Rendering Primitives Hanspeter Pfister Jeroen van Baar Matthias Zwicker Markus H. Gross QSplat: A Multiresolution Point Rendering System for Large Meshes Szymon Rusinkiewicz Marc Levoy A Fast Relighting Engine for Interactive Cinematic Lighting Design Reid Gershbein Pat Hanrahan Relief Texture Mapping Manuel M. Oliveira Gary Bishop David McAllister Image-Based Visual Hulls Wojciech Matusik Chris Buehler Leonard McMillan Ramesh Raskar Steven J. Gortler Efficient Image-Based Methods for Rendering Soft Shadows Maneesh Agrawala Ravi Ramamoorthi Alan Heirich Laurent Moll Deep Shadow Maps Tom Lokovic Eric Veach Tangible Interaction and Graphical Interpretation: A New Approach to Intuitive 3D Modeling David Anderson Joe Marks Aseem Agarwala Paul A. Beardsley Darren Leigh Eddie Sullivan Jonathan Yedidia James Frankel Jessica K. Hodgins Kathy Ryall Accessible Animation and Customizable Graphics via Simplicial Configuration Modeling Tom Ngo Jenny Dana Doug Cutrell Bruce Donald Lorie Loeb Shunhui Zhu Example-Based Hinting of TrueType Fonts Douglas E. Zongker David H. Salesin Geraldine Wade Image Inpainting Marcelo Bertalmio Guillermo Sapiro Vicent Caselles Coloma Ballester Interactive Multi-Pass Programmable Shading Mark Peercy Marc Olano John Airey Jeff Ungar The WarpEngine: An Architecture for the Post-Polygonal Age Voicu Popescu John Eyles Anselmo Lastra Josh Steinhurst Nick England Lars Nyland Pomegranate: A Fully Scalable Graphics Architecture Matthew Eldridge Homan Igehy Pat Hanrahan Illuminating Micro Geometry Based on Precomputed Visibility Wolfgang Heidrich Katja Daubert Jan Kautz Hans-Peter Seidel Lapped Textures Emil Praun Adam Finkelstein Hugues Hoppe Seamless Texture Mapping of Subdivision Surfaces by Model Pelting and Texture Blending Dan Piponi George D. Borshukov Fast Texture Synthesis Using Tree-Structured Vector Quantization Li-Yi Wei Marc Levoy Video Textures Arno Schodl Irfan Essa Richard Szeliski David H. Salesin Escherization Craig S. Kaplan David H. Salesin Shadows for Cel Animation Lena Petrovic Brian Fujito Adam Finkelstein Lance Williams Illustrating Smooth Surfaces Denis Zorin Aaron Hertzmann Artistic Virtual Environments Allison W. Klein Wilmot W. Li Michael Kazhdan Wagner Toledo Corrêa Adam Finkelstein Thomas A. Funkhouser