High-Performance Graphics 2019 - Short Papers
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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
[full
paper ] [meta data
]
RTX Beyond Ray Tracing: Exploring the Use of Hardware Ray Tracing Cores for Tet-Mesh Point
Location
[full
paper ] [meta data
]
Wide BVH Traversal with a Short Stack
[full
paper ] [meta data
]
Doing More With Each Ray
Dynamic Many-Light Sampling for Real-Time Ray Tracing
[full
paper ] [meta data
]
Stochastic Lightcuts
[full
paper ] [meta data
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Temporally Dense Ray Tracing
[full
paper ] [meta data
]
Rasterization Techniques and Ray-Tracing Applications
Patch Textures: Hardware Implementation of Mesh Colors
[full
paper ] [meta data
]
A Practical and Efficient Approach for Correct Z-Pass Stencil Shadow Volumes
[full
paper ] [meta data
]
Real-Time Ray Tracing on Head-Mounted-Displays for Advanced Visualization of Sheet Metal
Stamping Defects
[full
paper ] [meta data
]
Recent Submissions
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Real-Time Ray Tracing on Head-Mounted-Displays for Advanced Visualization of Sheet Metal Stamping Defects
(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
(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
(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
(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
(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
(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
(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
(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
(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
(Eurographics Association, 2019)