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

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  • Compression and Rendering of Textured Point Clouds via Sparse Coding 

    Schuster, Kersten; Trettner, Philip; Schmitz, Patric; Schakib, Julian; Kobbelt, Leif (The Eurographics Association, 2021)
    Splat-based rendering techniques produce highly realistic renderings from 3D scan data without prior mesh generation. Mapping high-resolution photographs to the splat primitives enables detailed reproduction of surface ...
  • Directed Acyclic Graph Encoding for Compressed Shadow Maps 

    Scandolo, Leonardo; Eisemann, Elmar (The Eurographics Association, 2021)
    Detailed shadows in large-scale environments are challenging. Our approach enables efficient detailed shadow computations for static environments at a low memory cost. It builds upon compressed precomputed multiresolution ...
  • Vertex-Blend Attribute Compression 

    Kuth, Bastian; Meyer, Quirin (The Eurographics Association, 2021)
    Skeleton-based animations require per-vertex attributes called vertex-blend attributes. They consist of a weight tuple and a bone index tuple. With meshes becoming more complex, vertex-blend attributes call for compression. ...
  • Rearchitecting Spatiotemporal Resampling for Production 

    Wyman, Chris; Panteleev, Alexey (The Eurographics Association, 2021)
    Recent work by Bitterli et al. [BWP*20] introduced a real-time, many-light algorithm for rendering dynamic direct illumination from millions of lights by iteratively applying resampled importance sampling using weighted ...
  • Multi-Resolution Shared Representative Filtering for Real-Time Depth Completion 

    Wu, Yu-Ting; Li, Tzu-Mao; Shen, I-Chao; Lin, Hong-Shiang; Chuang, Yung-Yu (The Eurographics Association, 2021)
    We present shared representative filtering for real-time high-resolution depth completion with RGB-D sensors. Conventional filtering-based methods face a dilemma when the missing regions of the depth map are large. When ...
  • Transfer-Function-Independent Acceleration Structure for Volume Rendering in Virtual Reality 

    Faludi, Balázs; Zentai, Norbert; Zelechowski, Marek; Zam, Azhar; Rauter, Georg; Griessen, Mathias; Cattin, Philippe C. (The Eurographics Association, 2021)
    Visualizing volumetric medical datasets in a virtual reality environment enhances the sense of scale and has a wide range of applications in diagnostics, simulation, training, and surgical planning. To avoid motion sickness, ...
  • High-Performance Graphics 2021 – Symposium Papers: Frontmatter 

    Binder, Nikolaus; Ritschel, Tobias (Eurographics Association, 2021)
  • 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 ...
  • 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 ...
  • 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 ...
  • 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 ...
  • 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 ...
  • 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 ...
  • 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 ...
  • 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 ...

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