since 2009 followed by High Performance Graphics, ISSN 1727-3471, HPG, since 2010: 2079-8679 (print) and 2079-8687 (online)

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  • Concurrent Binary Trees (with application to longest edge bisection) 

    Dupuy, Jonathan (ACM, 2020)
    We introduce the concurrent binary tree (CBT), a novel concurrent representation to build and update arbitrary binary trees in parallel. Fundamentally, our representation consists of a binary heap, i.e., a 1D array, that ...
  • Hardware-Accelerated Dual-Split Trees 

    Lin, Daqi; Vasiou, Elena; Yuksel, Cem; Kopta, Daniel; Brunvand, Erik (ACM, 2020)
    Bounding volume hierarchies (BVH) are the most widely used acceleration structures for ray tracing due to their high construction and traversal performance. However, the bounding planes shared between parent and children ...
  • Using Hardware Ray Transforms to Accelerate Ray/Primitive Intersections for Long, Thin Primitive Types 

    Wald, Ingo; Morrical, Nate; Zellmann, Stefan; Ma, Lei; Usher, Will; Huang, Tiejun; Pascucci, Valerio (ACM, 2020)
    With the recent addition of hardware ray tracing capabilities, GPUs have become incredibly efficient at ray tracing both triangular geometry, and instances thereof. However, the bounding volume hierarchies that current ray ...
  • Sub-triangle opacity masks for faster ray tracing of transparent objects 

    Gruen, Holger; Benthin, Carsten; Woop, Sven (ACM, 2020)
    We propose an easy and simple-to-integrate approach to accelerate ray tracing of alpha-tested transparent geometry with a focus on Microsoft® DirectX® or Vulkan® ray tracing extensions. Pre-computed bit masks are used to ...
  • Compacted CPU/GPU Data Compression via Modified Virtual Address Translation 

    Seiler, Larry; Lin, Daqi; Yuksel, Cem (ACM, 2020)
    We propose a method to reduce the footprint of compressed data by using modified virtual address translation to permit random access to the data. This extends our prior work on using page translation to perform automatic ...
  • FLIP: A Difference Evaluator for Alternating Images 

    Andersson, Pontus; Nilsson, Jim; Akenine-Möller, Tomas; Oskarsson, Magnus; Åström, Kalle; Fairchild, Mark D. (ACM, 2020)
    Image quality measures are becoming increasingly important in the field of computer graphics. For example, there is currently a major focus on generating photorealistic images in real time by combining path tracing with ...
  • Quadratic Approximation of Cubic Curves 

    Truong, Nghia; Yuksel, Cem; Seiler, Larry (ACM, 2020)
    We present a simple degree reduction technique for piecewise cubic polynomial splines, converting them into piecewise quadratic splines that maintain the parameterization and C1 continuity. Our method forms identical tangent ...
  • High-Performance Image Filters via Sparse Approximations 

    Schuster, Kersten; Trettner, Philip; Kobbelt, Leif (ACM, 2020)
    We present a numerical optimization method to find highly efficient (sparse) approximations for convolutional image filters. Using a modified parallel tempering approach,we solve a constrained optimization that maximizes ...
  • Neural Denoising for Path Tracing of Medical Volumetric Data 

    Hofmann, Nikolai; Martschinke, Jana; Engel, Klaus; Stamminger, Marc (ACM, 2020)
    In this paper, we transfer machine learning techniques previously applied to denoising surface-only Monte Carlo renderings to path-traced visualizations of medical volumetric data. In the domain of medical imaging, path-traced ...
  • Post-RenderWarp with Late Input Sampling Improves Aiming Under High Latency Conditions 

    Kim, Joohwan; Knowles, Pyarelal; Spjut, Josef; Boudaoud, Ben; Mcguire, Morgan (ACM, 2020)
    End-to-end latency in remote-rendering systems can reduce user task performance. This notably includes aiming tasks on game streaming services, which are presently below the standards of competitive first-person desktop ...
  • Efficient Adaptive Deferred Shading with Hardware Scatter Tiles 

    Mallett, Ian; Yuksel, Cem; Seiler, Larry (ACM, 2020)
    Adaptive shading is an effective mechanism for reducing the number of shaded pixels to a subset of the image resolution with minimal impact on final rendering quality. We present a new scheduling method based on on-chip ...
  • Generalized Light Portals 

    Ogaki, Shinji (ACM, 2020)
    Light portals are useful for accelerating the convergence of Monte Carlo path tracing when rendering interiors. However, they are generally limited to flat polygonal shapes. In this paper, we introduce a new concept that ...
  • Real-Time Ray Tracing on Head-Mounted-Displays for Advanced Visualization of Sheet Metal Stamping Defects 

    Dietrich, Andreas; Wurster, Jan; Kam, Eric; Gierlinger, Thomas (The Eurographics Association, 2019)
    Although interactive ray tracing has been around since the late 1990s, real-time frame rates had so far only been feasible for low and mid-size screen resolutions. Recent developments in GPU hardware, that specifically ...
  • A Practical and Efficient Approach for Correct Z-Pass Stencil Shadow Volumes 

    Usta, Baran; Scandolo, Leonardo; Billeter, Markus; Marroquim, Ricardo; Eisemann, Elmar (The Eurographics Association, 2019)
    Shadow volumes are a popular technique to compute pixel-accurate hard shadows in 3D scenes. Many variants exist that trade off accuracy and efficiency. In this work, we present an artifact-free, efficient, and easy-to-implement ...
  • Patch Textures: Hardware Implementation of Mesh Colors 

    Mallett, Ian; Seiler, Larry; Yuksel, Cem (The Eurographics Association, 2019)
    Mesh colors provide an effective alternative to standard texture mapping. They significantly simplify the asset production pipeline by removing the need for defining a mapping and eliminate rendering artifacts due to seams. ...
  • Temporally Dense Ray Tracing 

    Andersson, Pontus; Nilsson, Jim; Salvi, Marco; Spjut, Josef; Akenine-Möller, Tomas (The Eurographics Association, 2019)
    We present a technique for real-time ray tracing with the goal of reaching 240 frames per second or more. The core idea is to trade spatial resolution for faster temporal updates in such a way that the display and human ...
  • Stochastic Lightcuts 

    Yuksel, Cem (The Eurographics Association, 2019)
    We introduce stochastic lightcuts by combining the lighting approximation of lightcuts with stochastic sampling for efficiently rendering scenes with a large number of light sources. Our stochastic lightcuts method entirely ...
  • Dynamic Many-Light Sampling for Real-Time Ray Tracing 

    Moreau, Pierre; Pharr, Matt; Clarberg, Petrik (The Eurographics Association, 2019)
    Monte Carlo ray tracing offers the capability of rendering scenes with large numbers of area light sources-lights can be sampled stochastically and shadowing can be accounted for by tracing rays, rather than using shadow ...
  • Wide BVH Traversal with a Short Stack 

    Vaidyanathan, Karthik; Woop, Sven; Benthin, Carsten (The Eurographics Association, 2019)
    Compressed wide bounding volume hierarchies can significantly improve the performance of incoherent ray traversal, through a smaller working set of inner nodes and therefore a higher cache hit rate. While inner nodes in ...
  • RTX Beyond Ray Tracing: Exploring the Use of Hardware Ray Tracing Cores for Tet-Mesh Point Location 

    Wald, Ingo; Usher, Will; Morrical, Nathan; Lediaev, Laura; Pascucci, Valerio (The Eurographics Association, 2019)
    We explore a first proof-of-concept example of creatively using the Turing generation's hardware ray tracing cores to solve a problem other than classical ray tracing, specifically, point location in unstructured tetrahedral ...

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