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2. Visualization Surfaces

6. 20‐1: Invited Paper:Rethinking Display Requirements for Esports and High Interactivity Applications

9. Draw on the wall

10. Designing a PC game engine

15. Steerable application-adaptive near eye displays

16. Signal in/signal out: The worlds of graphics and image processing collide--happily

18. Implementation and Evaluation of a 50 kHz, $28\mu\mathrm{s}$ Motion-to-Pose Latency Head Tracking Instrument.

22. An Improved Illumination Model for Shaded Display.

23. Scan Line Methods for Displaying Parametrically Defined Surfaces.

27. High fidelity graphics

29. A Framework for Realistic Image Synthesis

31. 20.4: Displaced Filtering for Patterned Displays

43. Hybrid Modulation for Near Zero Display Latency.

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