High-Performance Graphics 2017

Eurographics DL Repository

High-Performance Graphics 2017


Los Angeles, USA
July 28 – 30, 2017

Real-Time Ray Tracing and Image Reconstruction
Interactive Stable Ray Tracing
Alessandro Dal Corso, Marco Salvi, Craig Kolb, Jeppe Revall Frisvad, Aaron Lefohn, David Luebke
Spatiotemporal Variance-Guided Filtering: Real-Time Reconstruction for Path Traced Global Illumination
Christoph Schied, Anton Kaplanyan, Chris Wyman, Anjul Patney, Chakravarty Reddy Alla Chaitanya, John Burgess, Shiqiu Liu, Carsten Dachsbacher, Aaron Lefohn, Marco Salvi
An Efficient Denoising Algorithm for Global Illumination
Michael Mara, Morgan McGuire, Benedikt Bitterli, Wojciech Jarosz
Ray Traversal and Intersection
Efficient Incoherent Ray Traversal on GPUs Through Compressed Wide BVHs
Henri Ylitie, Tero Karras, Samuli Laine
Exploiting Budan-Fourier and Vincent's Theorems for Ray Tracing 3D Bézier Curves
Alexander Reshetov
Accelerated Single Ray Tracing for Wide Vector Units
Valentin Fuetterling, Carsten Lojewski, Franz-Josef Pfreundt, Bernd Hamann, Achim Ebert
Acceleration Structures for Ray Tracing
Improved Two-Level BVHs Using Partial Re-Braiding
Carsten Benthin, Sven Woop, Attila T. Afra, Ingo Wald
STBVH: A Spatial-Temporal BVH for Efficient Multi-Segment Motion Blur
Sven Woop, Attila T. Afra, Carsten Benthin
Extended Morton Codes for High Performance Bounding Volume Hierarchy Construction
Marek Vinkler, Jiří Bittner, Vlastimil Havran
Ray Tracing for Production Assets
Vectorized Production Path Tracing
Mark Lee, Brian Green, Feng Xie, Eric Tabellion
Timeline Scheduling for Out-of-Core Ray Batching
Myungbae Son, Sung- Eui Yoon
Specialized Hardware Architectures
Dual Streaming for Hardware-Accelerated Ray Tracing
Konstantin Shkurko, Tim Grant, Daniel Kopta, Ian Mallett, Cem Yuksel, Erik Brunvand
A Hardware-Friendly Bilateral Solver Accelerator for Real-Time Virtual Reality Video
Amrita Mazumdar, Armin Alaghi, Jonathan T. Barron, David Gallup, Luis Ceze, Mark Oskin, Steven M. Seitz
Effective Static Bin Patterns for Sort-Middle Rendering
Bernhard Kerbl, Michael Kenzel, Dieter Schmalstieg, Markus Steinberger
Real-Time Graphics Techniques
Non-Linearly Quantized Moment Shadow Maps
Christoph Peters
Fast Maximal Poisson-Disk Sampling by Randomized Tiling
Tong Wang, Reiji Suda
Mesh Color Textures
Cem Yuksel
Hierarchical Multi-Layer Screen-Space Ray Tracing
Nikolai Hofmann, Phillip Bogendörfer, Marc Stamminger, Kai Selgrad

Recent Submissions

  • Hofmann, Nikolai; Bogendörfer, Phillip; Stamminger, Marc; Selgrad, Kai (ACM, 2017)
    In this paper we present a method for fast screen-space ray tracing. Single-layer screen-space ray marching is an established tool in high-performance applications, such as games, where plausible and appealing results are ...
  • Yuksel, Cem (ACM, 2017)
    The fundamental limitations of texture mapping has been a long standing problem in computer graphics. The cost of defining and maintaining texture coordinates and the seams that introduce various filtering inconsistencies ...
  • Wang, Tong; Suda, Reiji (ACM, 2017)
    It is generally accepted that Poisson disk sampling provides great properties in various applications in computer graphics. We present KD-tree based randomized tiling (KDRT), an e cient method to generate maximal Poisson-disk ...
  • Peters, Christoph (ACM, 2017)
    Moment shadow maps enable direct filtering to accomplish proper antialiasing of dynamic hard shadows. For each texel, the moment shadow map stores four powers of the depth in either 64 or 128 bits. After filtering, this ...
  • Kerbl, Bernhard; Kenzel, Michael; Schmalstieg, Dieter; Steinberger, Markus (ACM, 2017)
    To e ectively utilize an ever increasing number of processors during parallel rendering, hardware and so ware designers rely on sophisticated load balancing strategies. While dynamic load balancing is a powerful solution, ...
  • Mazumdar, Amrita; Alaghi, Armin; Barron, Jonathan T.; Gallup, David; Ceze, Luis; Oskin, Mark; Seitz, Steven M. (ACM, 2017)
    Rendering 3D-360° VR video from a camera rig is computationintensive and typically performed o ine. In this paper, we target the most time-consuming step of the VR video creation process, high-quality ow estimation with ...
  • Shkurko, Konstantin; Grant, Tim; Kopta, Daniel; Mallett, Ian; Yuksel, Cem; Brunvand, Erik (ACM, 2017)
    Hardware acceleration for ray tracing has been a topic of great interest in computer graphics. However, even with proposed custom hardware, the inherent irregularity in the memory access pattern of ray tracing has limited ...
  • Son, Myungbae; Yoon, Sung- Eui (ACM, 2017)
    We present a timeline based scheduling method for Monte Carlo ray tracing of out-of-core models on distributed memory clusters. We abstract different setups of various compute and memory devices into a graph-based ...
  • Lee, Mark; Green, Brian; Xie, Feng; Tabellion, Eric (ACM, 2017)
    This paper presents MoonRay, a high performance production rendering architecture using Monte Carlo path tracing developed at DreamWorks Animation. MoonRay is the first production path tracer, to our knowledge, designed ...
  • Vinkler, Marek; Bittner, Jiří; Havran, Vlastimil (ACM, 2017)
    We propose an extension to the Morton codes used for spatial sorting of scene primitives. e extended Morton codes increase the coherency of the clusters resulting from the object sorting and work be er for non-uniform ...
  • Woop, Sven; Afra, Attila T.; Benthin, Carsten (ACM, 2017)
    We present the STBVH, a newapproach for rendering multi-segment motion blur using a bounding volume hierarchy (BVH) that stores both spatial linearly interpolated bounds and temporal bounds. The approach is designed for ...
  • Benthin, Carsten; Woop, Sven; Afra, Attila T.; Wald, Ingo (ACM, 2017)
    We propose a novel approach for improving the quality of two-level BVHs (i.e., a two-level data structure that uses a top-level BVH built over second-level object BVHs). After building an individual, high-quality BVH for ...
  • Fuetterling, Valentin; Lojewski, Carsten; Pfreundt, Franz-Josef; Hamann, Bernd; Ebert, Achim (ACM, 2017)
    Utilizing the vector units of current processors for ray tracing single rays through Bounding Volume Hierarchies has been accomplished by increasing the branching factor of the acceleration structure to match the vector ...
  • Reshetov, Alexander (ACM, 2017)
    We present a new approach to finding ray-cubic Bézier curve intersections by leveraging recent achievements in polynomial studies. Compared with the state-of-the-art adaptive linearization, it increases performance by 5-50 ...
  • Ylitie, Henri; Karras, Tero; Laine, Samuli (ACM, 2017)
    We present a GPU-based ray traversal algorithm that operates on compressed wide BVHs and maintains the traversal stack in a compressed format. Our method reduces the amount of memory traffic significantly, which translates ...
  • Mara, Michael; McGuire, Morgan; Bitterli, Benedikt; Jarosz, Wojciech (ACM, 2017)
    We propose a hybrid ray-tracing/rasterization strategy for real- time rendering enabled by a fast new denoising method. We factor global illumination into direct light at rasterized primary surfaces and two indirect lighting ...
  • Schied, Christoph; Kaplanyan, Anton; Wyman, Chris; Patney, Anjul; Chaitanya, Chakravarty Reddy Alla; Burgess, John; Liu, Shiqiu; Dachsbacher, Carsten; Lefohn, Aaron; Salvi, Marco (ACM, 2017)
    We introduce a reconstruction algorithm that generates a tempo- rally stable sequence of images from one path-per-pixel global illumination. To handle such noisy input, we use temporal accu- mulation to increase the e ...
  • Corso, Alessandro Dal; Salvi, Marco; Kolb, Craig; Frisvad, Jeppe Revall; Lefohn, Aaron; Luebke, David (ACM, 2017)
    Interactive ray tracing applications running on commodity hard- ware can su er from objectionable temporal artifacts due to a low sample count. We introduce stable ray tracing, a technique that improves temporal stability ...