Welcome to Graphics Hardware 2008, the premier venue for research and development on high-performance graphics hardware and its applications. This is the 23rd event in a sequence of successful conferences and workshops, which this year was held on 20--21 June 2008 in Sarajevo, Bosnia and Herzegovina. For many years we have colocated this conference with ACM SIGGRAPH or Eurographics. Because Eurographics has moved to the spring, beginning this year, and because of our desire to hold Graphics Hardware in the summer, we are pleased to partner this year with the Eurographics Symposium on Rendering. Next year we will return to the US and colocate our conference with ACM SIGGRAPH in New Orleans in August.
This year we received a strong pool of 32 paper submissions. These were carefully considered by our 37 program committee members, plus additional reviewers. At the end we selected 11 high-quality papers for presentation at the conference and for publication in these proceedings.
Proceeding Downloads
Tracy: a debugger and system analyzer for cross-platform graphics development
We describe Tracy, an offline graphics debugging and system analysis toolkit for cross-platform system and application development in mobile graphics. Tracy operates by recording graphics function calls and argument data of unmodified applications into ...
Total recall: a debugging framework for GPUs
GPUs have transformed from simple fixed-function processors to powerful, programmable stream processors and are continuing to evolve. Programming these massively parallel GPUs, however, is very different from programming a sequential CPU. Lack of native ...
A hardware processing unit for point sets
We present a hardware architecture and processing unit for point sampled data. Our design is focused on fundamental and computationally expensive operations on point sets including k-nearest neighbors search, moving least squares approximation, and ...
Coherent layer peeling for transparent high-depth-complexity scenes
We present two new image space techniques for efficient rendering of transparent surfaces that exploit partial ordering in the scene geometry. The first technique, called hybrid layer peeling, combines unordered meshes with ordered meshes in an ...
Non-uniform fractional tessellation
We present a technique that modifies the tessellator in current graphics hardware so that the result is a more uniformly distributed tessellation in screen space. For increased flexibility, vertex tessellation weights are introduced. Our results show ...
All-pairs shortest-paths for large graphs on the GPU
The all-pairs shortest-path problem is an intricate part in numerous practical applications. We describe a shared memory cache efficient GPU implementation to solve transitive closure and the all-pairs shortest-path problem on directed graphs for large ...
On dynamic load balancing on graphics processors
To get maximum performance on the many-core graphics processors it is important to have an even balance of the workload so that all processing units contribute equally to the task at hand. This can be hard to achieve when the cost of a task is not known ...
GPU accelerated pathfinding
In the past few years the graphics programmable processor (GPU) has evolved into an increasingly convincing computational resource for non graphics applications. The GPU is especially well suited to address problem sets expressed as data parallel ...
Floating-point buffer compression in a unified codec architecture
- Jacob Ström,
- Per Wennersten,
- Jim Rasmusson,
- Jon Hasselgren,
- Jacob Munkberg,
- Petrik Clarberg,
- Tomas Akenine-Möller
This paper presents what we believe are the first (public) algorithms for floating-point (fp) color and fp depth buffer compression. The depth codec is also available in an integer version. The codecs are harmonized, meaning that they share basic ...
DHTC: an effective DXTC-based HDR texture compression scheme
In this paper, we propose a simple yet effective scheme (named DHTC) for HDR (high dynamic range) texture compression based on the popular LDR (low dynamic range) texture compression scheme -- S3TC/DXTC. In the proposed scheme, the original HDR texture ...
An improved shading cache for modern GPUs
Several recently proposed techniques based on the principle of data reprojection allow reusing shading information generated in one frame to accelerate the calculation of the shading in the following frame. This strategy can significantly reduce the ...