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

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  • 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 ...
  • 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 ...
  • 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 ...
  • Mach-RT: A Many Chip Architecture for Ray Tracing 

    Vasiou, Elena; Shkurko, Konstantin; Brunvand, Erik; Yuksel, Cem (The Eurographics Association, 2019)
    We propose an unconventional solution to high-performance ray tracing that combines a ray ordering scheme that minimizes access to the scene data with a large on-chip buffer acting as near-compute storage that is spread ...
  • High-Performance Graphics 2019 – Short Papers: Frontmatter 

    Steinberger, Markus; Foley, Tim (Eurographics Association, 2019)
  • Moment Transparency 

    Sharpe, Brian (ACM, 2018)
    We introduce moment transparency, a new solution to real-time order-independent transparency. It expands upon existing approximate transmittance function techniques by using moments to capture and reconstruct the transmittance ...
  • Compressed-Leaf Bounding Volume Hierarchies 

    Benthin, Carsten; Wald, Ingo; Woop, Sven; Áfra, Attila T. (ACM, 2018)
    We propose and evaluate what we call Compressed-Leaf Bounding Volume Hierarchies (CLBVH), which strike a balance between compressed and non-compressed BVH layouts. Our CLBVH layout introduces dedicated compressed multi-leaf ...
  • CPU-Style SIMD Ray Traversal on GPUs 

    Lier, Alexander; Stamminger, Marc; Selgrad, Kai (ACM, 2018)
    In this paper we describe and evaluate an implementation of CPUstyle SIMD ray traversal on the GPU. We show how spreading moderately wide BVHs (up to a branching factor of eight) across multiple threads in a warp can improve ...
  • Brook GLES Pi: Democratising Accelerator Programming 

    Trompouki, Matina Maria; Kosmidis, Leonidas (ACM, 2018)
    Nowadays computing is heavily-based on accelerators, however, the cost of the hardware equipment prevents equal access to heterogeneous programming. In this work we present Brook GLES Pi, a port of the accelerator programming ...
  • Detecting Aliasing Artifacts in Image Sequences Using Deep Neural Networks 

    Patney, Anjul; Lefohn, Aaron (ACM, 2018)
    In this short paper we present a machine learning approach to detect visual artifacts in rendered image sequences. Specifically, we train a deep neural network using example aliased and antialiased image sequences exported ...
  • Deferred Adaptive Compute Shading 

    Mallett, Ian; Yuksel, Cem (ACM, 2018)
    A primary advantage of deferred shading is eliminating wasted shading operations due to overdraw. We present a new algorithm that we call Deferred Adaptive Compute Shading, for providing further reduction in shading ...
  • Correlation-Aware Semi-Analytic Visibility for Antialiased Rendering 

    Crassin, Cyril; Wyman, Chris; McGuire, Morgan; Lefohn, Aaron (ACM, 2018)
    Geometric aliasing is a persistent challenge for real-time rendering. Hardware multisampling remains limited to 8×, analytic coverage fails to capture correlated visibility samples, and spatial and temporal postfiltering ...
  • Adaptive Temporal Antialiasing 

    Marrs, Adam; Spjut, Josef; Gruen, Holger; Sathe, Rahul; McGuire, Morgan (ACM, 2018)
    We introduce a pragmatic algorithm for real-time adaptive supersampling in games. It extends temporal antialiasing of rasterized images with adaptive ray tracing, and conforms to the constraints of a commercial game engine ...
  • Hierarchical Multi-Layer Screen-Space Ray Tracing 

    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 ...
  • Mesh Color Textures 

    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 ...

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