GRAPHICS AND RENDERINGFast Computation of Tight-Fitting Oriented Bounding Boxes; Thomas Larsson (Senior Lecturer at Mälardalen University) & Linus Källberg(Lecturer at Mälardalen University)Modeling, Lighting, and Rendering Techniques for Volumetric Clouds; Frank Kane (Founder of Sundog Software, LLC)Simulation of Night-Vision and Infrared Sensors; Frank Kane (Founder of Sundog Software, LLC)Screen-Space Classification for Efficient Deferred Shading; Balor Knight (Senior Principal Programmer at Black Rock Studio), Matthew Ritchie (Principal Programmer at Black Rock Studio), George Parrish (Senior Programmer at Black Rock Studio)Delaying OpenGL Calls; Patrick Cozzi (Software Engineer at Analytical Graphics, Inc.)A Framework for GLSL Engine Uniforms; Patrick Cozzi (Software Engineer at Analytical Graphics, Inc.)A Spatial and Temporal Coherence Framework for Real-Time Graphics; Michal Drobot (Reality Pump Game Development Studios)Implementing a Fast Diffusion DOF Solver; Holger Grün (Advanced Micro Devices, Inc.)Automatic Dynamic Stereoscopic 3D; Jason Hughes (Founder of Steel Penny Games)Practical Stereo Rendering; Matthew Johnson (Software Engineer at Advanced Micro Devices, Inc.)Making 3D Stereoscopic Games; Sébastien Schertenleib (Principal Engineer at Sony Computer Entertainment Europe)A Generic Multi-View Rendering Engine Architecture; M. Adil Yalçin (M.Sc. Graduate at Bilkent University) & Tolga Çapin (Assistant Professor at Bilkent University)3D in a Web Browser; Rémi Arnaud (Chief Software Engineer at Screampoint Inc.)2D Magic; Daniel Higgins (Owner and Manager of Lunchtime Studios, LLC)GAME ENGINE DESIGNHigh-Performance Programming with Data-Oriented Design; Noel Llopis (Founder of Snappy Touch)Game Tuning Infrastructure; Wessam Bahnassi (Software Engineer at Electronic Arts, Inc.)Placeholders Beyond Static Art Replacement; Olivier Vaillancourt (Centre MOIVRE, Université de Sherbrooke) & Richard Egli (Centre MOIVRE, Université de Sherbrooke)Believable Dead Reckoning for Networked Games; Curtiss Murphy (Senior Project Engineer at Alion Science and Technology)An Egocentric Motion Management System; Michael Ramsey (Ramsey Research, LLC)Pointer Patching Assets; Jason Hughes (Founder of Steel Penny Games)Data-Driven Sound Pack Loading and Organization; Simon Franco (The Creative Assembly)GPGPU Cloth simulation using GLSL, OpenCL, and CUDA; Marco Fratarcangeli (Senior Software Engineer at Taitus Software Italia)A Jitter-Tolerant Rigid Body Sleep Condition; Eric Lengyel (Series Editor and Founder of Terathon Software LLC)SYSTEMS PROGRAMMINGBit Hacks for Games; Eric Lengyel (Series Editor and Founder of Terathon Software LLC)Introspection for C++ Game Engines; Jon Watte (Technical Director at IMVU, Inc.)A Highly Optimized Portable Memory Manager; Jason Hughes (Founder of Steel Penny Games)Simple Remote Heaps; Jason Hughes (Founder of Steel Penny Games) A Cache-Aware Hybrid Sorter; Manny Ko (R&D Engineer at Naughty Dog, Inc.& Dreamworks Animation)Thread Communication Techniques; Julien Hamaide (Founder of Fishing Cactus)A Cross-Platform Multithreading Framework; Martin Fleisz (Chief Development Officer at Thinstuff s.r.o.)Producer-Consumer Queues; Matthew Johnson (Software Engineer at Advanced Micro Devices, Inc.)