EGGH: SIGGRAPH/Eurographics Workshop on Graphics Hardware

Eurographics DL Repository

EGGH: SIGGRAPH/Eurographics Workshop on Graphics Hardware

 

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

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Recent Submissions

  • Straßer, Wolfgang (Eurographics Association, 1995-08-28)
    Preface and Table of Contents
  • Toth, Robert; Nilsson, Jim; Akenine-Möller, Tomas (The Eurographics Association, 2016)
    Virtual reality is rapidly gaining popularity, and may soon become a common way of viewing 3D environments. While stereo rendering has been performed on consumer grade graphics processors for a while now, the new wave of ...
  • Thuerck, Daniel; Waechter, Michael; Widmer, Sven; Buelow, Max von; Seemann, Patrick; Pfetsch, Marc E.; Goesele, Michael (The Eurographics Association, 2016)
    Given the increasing availability of high-resolution input data, today's computer vision problems tend to grow beyond what has been considered tractable in the past. This is especially true for Markov Random Fields (MRFs), ...
  • Kaplanyan, Anton S.; Hill, Stephen; Patney, Anjul; Lefohn, Aaron (The Eurographics Association, 2016)
    High-frequency illumination effects, such as highly glossy highlights on curved surfaces, are challenging to render in a stable manner. Such features can be much smaller than the area of a pixel and carry a high amount of ...
  • Reshetov, Alexander; Luebke, David (The Eurographics Association, 2016)
    We propose a new texture sampling approach that preserves crisp silhouette edges when magnifying during close-up viewing, and benefits from image pre-filtering when minifying for viewing at farther distances. During a ...
  • Hochstetter, Hendrik; Orthmann, Jens; Kolb, Andreas (The Eurographics Association, 2016)
    We present a fast and accurate ray casting technique for unstructured and dynamic particle sets. Our technique focuses on efficient, high quality volume rendering of fluids for computer animation and scientific applications. ...
  • Áfra, Attila T.; Benthin, Carsten; Wald, Ingo; Munkberg, Jacob (The Eurographics Association, 2016)
    Accelerating ray traversal on data-parallel hardware architectures has received widespread attention over the last few years, but much less research has focused on efficient shading for ray tracing. This is unfortunate ...
  • Hoetzlein, Rama Karl (The Eurographics Association, 2016)
    Simulation and rendering of sparse volumetric data have different constraints and solutions depending on the application area. Generating precise simulations and understanding very large data are problems in scientific ...
  • Rehfeld, Hauke; Dachsbacher, Carsten (The Eurographics Association, 2016)
    Many-light rendering methods replace multi-bounce light transport with direct lighting from many virtual point light sources to allow for simple and efficient computation of global illumination. Lightcuts build a hierarchy ...
  • Mara, Michael; McGuire, Morgan; Nowrouzezahrai, Derek; Luebke, David (The Eurographics Association, 2016)
    We introduce a new hardware-accelerated method for constructing Deep G-buffers that is 2x-8x faster than the previous depthpeeling method and produces more stable results. We then build several high-performance shading ...
  • Moreau, Pierre; Sintorn, Erik; Kämpe, Viktor; Assarsson, Ulf; Doggett, Michael (The Eurographics Association, 2016)
    Splatting photons onto primary view samples, rather than gathering from a photon acceleration structure, can be a more efficient approach to evaluating the photon-density estimate in interactive applications, where the ...
  • Vardis, Konstantinos; Vasilakis, Andreas-Alexandros; Papaioannou, Georgios (The Eurographics Association, 2016)
    We introduce a novel approach to image-space ray tracing ideally suited for the photorealistic synthesis of fully dynamic environments at interactive frame rates. Our method, designed entirely on the rasterization pipeline, ...
  • Liktor, Gabor; Vaidyanathan, Karthik (The Eurographics Association, 2016)
    The memory footprint of bounding volume hierarchies (BVHs) can be significantly reduced using incremental encoding, which enables the coarse quantization of bounding volumes. However, this compression alone does not ...
  • Hasselgren, Jon; Andersson, Magnus; Akenine-Möller, Tomas (The Eurographics Association, 2016)
    Efficient occlusion culling in dynamic scenes is a very important topic to the game and real-time graphics community in order to accelerate rendering. We present a novel algorithm inspired by recent advances in depth culling ...
  • Binder, Nikolaus; Keller, Alexander (The Eurographics Association, 2016)
    The fastest acceleration schemes for ray tracing rely on traversing a bounding volume hierarchy (BVH) for efficient culling and use backtracking, which in the worst case may expose cost proportional to the depth of the ...
  • Vaidyanathan, Karthik; Akenine-Möller, Tomas; Salvi, Marco (The Eurographics Association, 2016)
    Reduced precision bounding volume hierarchies and ray traversal can significantly improve the efficiency of ray tracing through low-cost dedicated hardware. A key approach to enabling reduced precision computations during ...
  • Wyman, Chris (The Eurographics Association, 2016)
    Order independent transparency (OIT) proves challenging for modern rasterization-based renderers. Rendering without transparency can limit the quality of visual effects, so researchers have proposed various algorithms ...
  • Ellis, Apollo I.; Hunt, Warren; Hart, John C. (The Eurographics Association, 2016)
    We focus on the real-time realistic rendering of a 3-D scene to a 2-D vector image. There are several application domains which could benefit substantially from the compact and resolution independent intermediate format ...
  • Ulf Assarsson; Warren Hunt (Eurographics Association, 2016)
  • Laine, Samuli; Karras, Tero; Aila, Timo (ACM, 2013)
    When programming for GPUs, simply porting a large CPU program into an equally large GPU kernel is generally not a good approach. Due to SIMT execution model on GPUs, divergence in control flow carries substantial performance ...

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