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HPG '16: Proceedings of High Performance Graphics
2016 Proceeding
Publisher:
  • Eurographics Association
  • Postfach 2926
  • Goslar
  • Germany
Conference:
HPG '16: High Performance Graphics 2016 Dublin Ireland June 20 - 22, 2016
ISBN:
978-3-03868-008-6
Published:
20 June 2016
Sponsors:
SAMSUNG, SIGGRAPH, AMD 64 Opteron, Disney Research, NVIDIA, Intel, EUROGRAPHICS

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Abstract

We are very pleased to present the proceedings of High-Performance Graphics 2016. This is the eighth year of the conference, which has become the leading international conference on graphics hardware, systems, and algorithms. The conference brings together researchers, engineers, and architects to discuss the complex interactions of parallel hardware, novel programming models, efficient graphics algorithms, and innovative applications.

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SESSION: Hidden surfaces
research-article
Exploring and expanding the continuum of OIT algorithms
Pages 1–11

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 enabling and approximating OIT. ...

research-article
SVGPU: real time 3D rendering to vector graphics formats
Pages 13–21

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 that vector graphics provides. In ...

research-article
Masked software occlusion culling
Pages 23–31

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 for graphics hardware, but ...

SESSION: Better BVHs
research-article
Watertight ray traversal with reduced precision
Pages 33–40

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 traversal is to translate the ...

research-article
Efficient stackless hierarchy traversal on GPUs with backtracking in constant time
Pages 41–50

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 hierarchy in either time or state ...

research-article
Bandwidth-efficient BVH layout for incremental hardware traversal
Pages 51–61

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 necessarily yield a comparable ...

SESSION: Fast GI
research-article
DIRT: deferred image-based ray tracing
Pages 63–73

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, alters the acceleration data ...

research-article
Photon splatting using a view-sample cluster hierarchy
Pages 75–85

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 number of photons is often low ...

research-article
Deep g-buffers for stable global illumination approximation
Pages 87–98

We introduce a new hardware-accelerated method for constructing Deep G-buffers that is 2x-8x faster than the previous depth-peeling method and produces more stable results. We then build several high-performance shading algorithms atop our ...

SESSION: Ray tracing
research-article
Lightcut interpolation
Pages 99–108

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 over virtual lights, so that ...

research-article
GVDB: raytracing sparse voxel database structures on the GPU
Pages 109–117

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 visualization, whereas convincing ...

research-article
Local shading coherence extraction for SIMD-efficient path tracing on CPUs
Pages 119–128

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 since shading for many ...

research-article
Adaptive sampling for on-the-fly ray casting of particle-based fluids
Pages 129–138

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. Our novel adaptive sampling ...

SESSION: Textures and shading
research-article
Infinite resolution textures
Pages 139–150

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 pre-processing step, we extract ...

research-article
Filtering distributions of normals for shading antialiasing
Pages 151–162

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 energy due to high reflectance. ...

SESSION: VR and GPU compute
research-article
Comparison of projection methods for rendering virtual reality
Pages 163–171

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 virtual reality display devices ...

research-article
A fast, massively parallel solver for large, irregular pairwise Markov random fields
Pages 173–183

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), which have expanded beyond ...

Contributors
  • The University of North Carolina at Chapel Hill
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Acceptance Rates

Overall Acceptance Rate 15 of 44 submissions, 34%
YearSubmittedAcceptedRate
HPG '13441534%
Overall441534%