High-Performance Graphics 2019 - Short Papers
Strasbourg | July 8–10, 2019
(Full papers are published in CGF, see HPG2019 - CGF 38-8)


Ray Tracing: Hardware and Performance
Mach-RT: A Many Chip Architecture for Ray Tracing
Elena Vasiou, Konstantin Shkurko, Erik Brunvand, and Cem Yuksel
RTX Beyond Ray Tracing: Exploring the Use of Hardware Ray Tracing Cores for Tet-Mesh Point Location
Ingo Wald, Will Usher, Nathan Morrical, Laura Lediaev, and Valerio Pascucci
Wide BVH Traversal with a Short Stack
Karthik Vaidyanathan, Sven Woop, and Carsten Benthin
Doing More With Each Ray
Dynamic Many-Light Sampling for Real-Time Ray Tracing
Pierre Moreau, Matt Pharr, and Petrik Clarberg
Stochastic Lightcuts
Cem Yuksel
Temporally Dense Ray Tracing
Pontus Andersson, Jim Nilsson, Marco Salvi, Josef Spjut, and Tomas Akenine-Möller
Rasterization Techniques and Ray-Tracing Applications
Patch Textures: Hardware Implementation of Mesh Colors
Ian Mallett, Larry Seiler, and Cem Yuksel
A Practical and Efficient Approach for Correct Z-Pass Stencil Shadow Volumes
Baran Usta, Leonardo Scandolo, Markus Billeter, Ricardo Marroquim, and Elmar Eisemann
Real-Time Ray Tracing on Head-Mounted-Displays for Advanced Visualization of Sheet Metal Stamping Defects
Andreas Dietrich, Jan Wurster, Eric Kam, and Thomas Gierlinger

Recent Submissions

  • 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 ...
  • A Practical and Efficient Approach for Correct Z-Pass Stencil Shadow Volumes 

    Usta, Baran; Scandolo, Leonardo; Billeter, Markus; Marroquim, Ricardo; Eisemann, Elmar (The Eurographics Association, 2019)
    Shadow volumes are a popular technique to compute pixel-accurate hard shadows in 3D scenes. Many variants exist that trade off accuracy and efficiency. In this work, we present an artifact-free, efficient, and easy-to-implement ...
  • Patch Textures: Hardware Implementation of Mesh Colors 

    Mallett, Ian; Seiler, Larry; Yuksel, Cem (The Eurographics Association, 2019)
    Mesh colors provide an effective alternative to standard texture mapping. They significantly simplify the asset production pipeline by removing the need for defining a mapping and eliminate rendering artifacts due to seams. ...
  • Temporally Dense Ray Tracing 

    Andersson, Pontus; Nilsson, Jim; Salvi, Marco; Spjut, Josef; Akenine-Möller, Tomas (The Eurographics Association, 2019)
    We present a technique for real-time ray tracing with the goal of reaching 240 frames per second or more. The core idea is to trade spatial resolution for faster temporal updates in such a way that the display and human ...
  • Stochastic Lightcuts 

    Yuksel, Cem (The Eurographics Association, 2019)
    We introduce stochastic lightcuts by combining the lighting approximation of lightcuts with stochastic sampling for efficiently rendering scenes with a large number of light sources. Our stochastic lightcuts method entirely ...
  • Dynamic Many-Light Sampling for Real-Time Ray Tracing 

    Moreau, Pierre; Pharr, Matt; Clarberg, Petrik (The Eurographics Association, 2019)
    Monte Carlo ray tracing offers the capability of rendering scenes with large numbers of area light sources-lights can be sampled stochastically and shadowing can be accounted for by tracing rays, rather than using shadow ...
  • RTX Beyond Ray Tracing: Exploring the Use of Hardware Ray Tracing Cores for Tet-Mesh Point Location 

    Wald, Ingo; Usher, Will; Morrical, Nathan; Lediaev, Laura; Pascucci, Valerio (The Eurographics Association, 2019)
    We explore a first proof-of-concept example of creatively using the Turing generation's hardware ray tracing cores to solve a problem other than classical ray tracing, specifically, point location in unstructured tetrahedral ...
  • Wide BVH Traversal with a Short Stack 

    Vaidyanathan, Karthik; Woop, Sven; Benthin, Carsten (The Eurographics Association, 2019)
    Compressed wide bounding volume hierarchies can significantly improve the performance of incoherent ray traversal, through a smaller working set of inner nodes and therefore a higher cache hit rate. While inner nodes in ...
  • Mach-RT: A Many Chip Architecture for Ray Tracing 

    Vasiou, Elena; Shkurko, Konstantin; Brunvand, Erik; Yuksel, Cem (The Eurographics Association, 2019)
    We propose an unconventional solution to high-performance ray tracing that combines a ray ordering scheme that minimizes access to the scene data with a large on-chip buffer acting as near-compute storage that is spread ...
  • High-Performance Graphics 2019 – Short Papers: Frontmatter 

    Steinberger, Markus; Foley, Tim (Eurographics Association, 2019)