Dublin, Ireland
June 20 – 22, 2016


Hidden Surfaces
Exploring and Expanding the Continuum of OIT Algorithms
Chris Wyman
SVGPU: Real Time 3D Rendering to Vector Graphics Formats
Apollo I. Ellis, Warren Hunt, and John C. Hart
Masked Software Occlusion Culling
Jon Hasselgren, Magnus Andersson, and Tomas Akenine-Möller
Better BVHs
Watertight Ray Traversal with Reduced Precision
Karthik Vaidyanathan, Tomas Akenine-Möller, and Marco Salvi
Efficient Stackless Hierarchy Traversal on GPUs with Backtracking in Constant Time
Nikolaus Binder and Alexander Keller
Bandwidth-Efficient BVH Layout for Incremental Hardware Traversal
Gabor Liktor and Karthik Vaidyanathan
Fast GI
DIRT: Deferred Image-based Ray Tracing
Konstantinos Vardis, Andreas-Alexandros Vasilakis, and Georgios Papaioannou
Photon Splatting Using a View-Sample Cluster Hierarchy
Pierre Moreau, Erik Sintorn, Viktor Kämpe, Ulf Assarsson, and Michael Doggett
Deep G-Buffers for Stable Global Illumination Approximation
Michael Mara, Morgan McGuire, Derek Nowrouzezahrai, and David Luebke
Ray Tracing
Lightcut Interpolation
Hauke Rehfeld and Carsten Dachsbacher
GVDB: Raytracing Sparse Voxel Database Structures on the GPU
Rama Karl Hoetzlein
Local Shading Coherence Extraction for SIMD-Efficient Path Tracing on CPUs
Attila T. Áfra, Carsten Benthin, Ingo Wald, and Jacob Munkberg
Adaptive Sampling for On-The-Fly Ray Casting of Particle-based Fluids
Hendrik Hochstetter, Jens Orthmann, and Andreas Kolb
Textures and Shading
Infinite Resolution Textures
Alexander Reshetov and David Luebke
Filtering Distributions of Normals for Shading Antialiasing
Anton S. Kaplanyan, Stephen Hill, Anjul Patney, and Aaron Lefohn
VR and GPU Compute
Comparison of Projection Methods for Rendering Virtual Reality
Robert Toth, Jim Nilsson, and Tomas Akenine-Möller
A Fast, Massively Parallel Solver for Large, Irregular Pairwise Markov Random Fields
Daniel Thuerck, Michael Waechter, Sven Widmer, Max von Buelow, Patrick Seemann, Marc E. Pfetsch, and Michael Goesele

Recent Submissions

  • A Fast, Massively Parallel Solver for Large, Irregular Pairwise Markov Random Fields 

    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), ...
  • Comparison of Projection Methods for Rendering Virtual Reality 

    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 ...
  • Filtering Distributions of Normals for Shading Antialiasing 

    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 ...
  • Infinite Resolution Textures 

    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 ...
  • Adaptive Sampling for On-The-Fly Ray Casting of Particle-based Fluids 

    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. ...
  • Local Shading Coherence Extraction for SIMD-Efficient Path Tracing on CPUs 

    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 ...
  • GVDB: Raytracing Sparse Voxel Database Structures on the GPU 

    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 ...
  • Lightcut Interpolation 

    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 ...
  • Deep G-Buffers for Stable Global Illumination Approximation 

    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 ...
  • Photon Splatting Using a View-Sample Cluster Hierarchy 

    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 ...
  • DIRT: Deferred Image-based Ray Tracing 

    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, ...
  • Bandwidth-Efficient BVH Layout for Incremental Hardware Traversal 

    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 ...
  • Efficient Stackless Hierarchy Traversal on GPUs with Backtracking in Constant Time 

    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 ...
  • Masked Software Occlusion Culling 

    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 ...
  • Watertight Ray Traversal with Reduced Precision 

    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 ...
  • SVGPU: Real Time 3D Rendering to Vector Graphics Formats 

    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 ...
  • Exploring and Expanding the Continuum of OIT Algorithms 

    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 ...
  • HPG 2016: Frontmatter 

    Ulf Assarsson; Warren Hunt (Eurographics Association, 2016)