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.
Proceeding Downloads
Exploring and expanding the continuum of OIT algorithms
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. ...
SVGPU: real time 3D rendering to vector graphics formats
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 ...
Masked software occlusion culling
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 ...
Watertight ray traversal with reduced precision
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 ...
Efficient stackless hierarchy traversal on GPUs with backtracking in constant time
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 ...
Bandwidth-efficient BVH layout for incremental hardware traversal
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 ...
DIRT: deferred image-based ray tracing
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 ...
Photon splatting using a view-sample cluster hierarchy
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 ...
Deep g-buffers for stable global illumination approximation
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 ...
Lightcut interpolation
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 ...
GVDB: raytracing sparse voxel database structures on the GPU
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 ...
Local shading coherence extraction for SIMD-efficient path tracing on CPUs
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 ...
Adaptive sampling for on-the-fly ray casting of particle-based fluids
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 ...
Infinite resolution textures
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 ...
Filtering distributions of normals for shading antialiasing
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. ...
Comparison of projection methods for rendering virtual reality
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 ...
A fast, massively parallel solver for large, irregular pairwise Markov random fields
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 ...
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High Performance Graphics 2024 Conference
SIGGRAPH '24: ACM SIGGRAPH 2024 PanelsThis panel will present a short overview of the High-Performance Graphics (HPG) 2024 conference program. The conference is co-sponsored by ACM SIGGRAPH and Eurographics and, in 2024, is co-located with SIGGRAPH, taking place during the previous days, in ...
Acceptance Rates
Year | Submitted | Accepted | Rate |
---|---|---|---|
HPG '13 | 44 | 15 | 34% |
Overall | 44 | 15 | 34% |