44-Issue 8

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High-Performance Graphics 2025
Copenhagen, Denmark | June 23 - 25, 2025
(High Performance Graphics - Symposium Papers track is available here.)
Bounding Volume Hierarchies
DOBB-BVH: Efficient Ray Traversal by Transforming Wide BVHs into Oriented Bounding Box Trees using Discrete Rotations
Michael A. Kern, Alain Galvan, David R. Oldcorn, Daniel Skinner, Rohan Mehalwal, Leo Reyes Lozano, and Matthäus G. Chajdas
Fused Collapsing for Wide BVH Construction
Wilhem Barbier and Mathias Paulin
UBVH: Unified Bounding Volume and Scene Geometry Representation for Ray Tracing
Martin Kácerik and Jirí Bittner
Graphics Simulators, Systems and Compilers
Arches: A Cycle-Level Hardware Simulation Framework for Exploring Massively Parallel Ray Tracing Architectures
Jacob Haydel, Gaurav Bhokare, Kunnong Zeng, Pengpei Hong, Sushant Kondguli, Brian Budge, Erik Brunvand, and Cem Yuksel
RenderMan XPU: A Hybrid CPU+GPU Renderer for Interactive and Final-frame Rendering
Per Christensen, Julian Fong, Charlie Kilpatrick, Francisco Gonzalez, Srinath Ravichandran, Akshay Shah, Ethan Jaszewski, Stephen Friedman, James Burgess, Trina M. Roy, Tom Nettleship, Meghana Seshadri, and Susan Salituro
Procedural Generation and Sculpting
Triangle Rejection Sampling for Density-Equipped Meshes on GPU
Jeremie Schertzer, Theo Thonat, and Tamy Boubekeur
Perception in Motion
CGVQM+D: Computer Graphics Video Quality Metric and Dataset
Akshay Jindal, Nabil Sadaka, Manu Mathew Thomas, Anton Sochenov, and Anton Kaplanyan
Image-Based Spatio-Temporal Upsampling for Split Rendering
Michael Steiner, Thomas Köhler, Lukas Radl, Brian Budge, and Markus Steinberger
Splats and Points
Splatshop: Efficiently Editing Large Gaussian Splat Models
Markus Schütz, Christoph Peters, Florian Hahlbohm, Elmar Eisemann, Marcus Magnor, and Michael Wimmer
Real-Time Rendering
Spherical Harmonic Exponentials for Efficient Glossy Reflections
Ari Silvennoinen, Peter-Pike Sloan, Michal Iwanicki, and Derek Nowrouzezahrai

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