High-Performance Graphics 2021
July 6-9, hosted online
(for Symposium Papers see HPG2021 - Symposium papers)


High-Performance Rendering
Hardware Adaptive High-Order Interpolation for Real-Time Graphics
Daqi Lin, Larry Seiler, and Cem Yuksel
Rendering
ReSTIR GI: Path Resampling for Real-Time Path Tracing
Yaobin Ouyang, Shiqiu Liu, Markus Kettunen, Matt Pharr, and Jacopo Pantaleoni
BRDF Importance Sampling for Linear Lights
Christoph Peters
Geometry and Optimization
Sampling from Quadric-Based CSG Surfaces
Philip Trettner and Leif Kobbelt
A Halfedge Refinement Rule for Parallel Catmull-Clark Subdivision
Jonathan Dupuy and Kenneth Vanhoey
Cooperative Profile Guided Optimizations
Mark Stephenson, Ram Rangan, and Stephen W. Keckler

Recent Submissions

  • Cooperative Profile Guided Optimizations 

    Stephenson, Mark; Rangan, Ram; Keckler, Stephen W. (The Eurographics Association and John Wiley & Sons Ltd., 2021)
    Existing feedback-driven optimization frameworks are not suitable for video games, which tend to push the limits of performance of gaming platforms and have real-time constraints that preclude all but the simplest execution ...
  • A Halfedge Refinement Rule for Parallel Catmull-Clark Subdivision 

    Dupuy, Jonathan; Vanhoey, Kenneth (The Eurographics Association and John Wiley & Sons Ltd., 2021)
    We show that Catmull-Clark subdivision induces an invariant one-to-four refinement rule for halfedges that reduces to simple algebraic expressions. This has two important consequences. First, it allows to refine the halfedges ...
  • Sampling from Quadric-Based CSG Surfaces 

    Trettner, Philip; Kobbelt, Leif (The Eurographics Association and John Wiley & Sons Ltd., 2021)
    We present an efficient method to create samples directly on surfaces defined by constructive solid geometry (CSG) trees or graphs. The generated samples can be used for visualization or as an approximation to the actual ...
  • BRDF Importance Sampling for Linear Lights 

    Peters, Christoph (The Eurographics Association and John Wiley & Sons Ltd., 2021)
    We introduce an efficient method to sample linear lights, i.e. infinitesimally thin cylinders, proportional to projected solid angle. Our method uses inverse function sampling with a specialized iterative procedure that ...
  • ReSTIR GI: Path Resampling for Real-Time Path Tracing 

    Ouyang, Yaobin; Liu, Shiqiu; Kettunen, Markus; Pharr, Matt; Pantaleoni, Jacopo (The Eurographics Association and John Wiley & Sons Ltd., 2021)
    Even with the advent of hardware-accelerated ray tracing in modern GPUs, only a small number of rays can be traced at each pixel in real-time applications. This presents a significant challenge for path tracing, even when ...
  • Hardware Adaptive High-Order Interpolation for Real-Time Graphics 

    Lin, Daqi; Seiler, Larry; Yuksel, Cem (The Eurographics Association and John Wiley & Sons Ltd., 2021)
    Interpolation is a core operation that has widespread use in computer graphics. Though higher-order interpolation provides better quality, linear interpolation is often preferred due to its simplicity, performance, and ...
  • High Performance Graphics 2021 CGF 40-8: Frontmatter 

    Binder, Nikolaus; Ritschel, Tobias (The Eurographics Association and John Wiley & Sons Ltd., 2021)