High-Performance Graphics 2021
July 6-9, hosted online
(for CGF Papers see HPG2021 - CGF 40-8)


High-Performance Rendering
Transfer-Function-Independent Acceleration Structure for Volume Rendering in Virtual Reality
Balázs Faludi, Norbert Zentai, Marek Zelechowski, Azhar Zam, Georg Rauter, Mathias Griessen, and Philippe C. Cattin
Multi-Resolution Shared Representative Filtering for Real-Time Depth Completion
Yu-Ting Wu, Tzu-Mao Li, I-Chao Shen, Hong-Shiang Lin, and Yung-Yu Chuang
Rendering
Rearchitecting Spatiotemporal Resampling for Production
Chris Wyman and Alexey Panteleev
Compression
Vertex-Blend Attribute Compression
Bastian Kuth and Quirin Meyer
Directed Acyclic Graph Encoding for Compressed Shadow Maps
Leonardo Scandolo and Elmar Eisemann
Compression and Rendering of Textured Point Clouds via Sparse Coding
Kersten Schuster, Philip Trettner, Patric Schmitz, Julian Schakib, and Leif Kobbelt

Recent Submissions

  • Compression and Rendering of Textured Point Clouds via Sparse Coding 

    Schuster, Kersten; Trettner, Philip; Schmitz, Patric; Schakib, Julian; Kobbelt, Leif (The Eurographics Association, 2021)
    Splat-based rendering techniques produce highly realistic renderings from 3D scan data without prior mesh generation. Mapping high-resolution photographs to the splat primitives enables detailed reproduction of surface ...
  • Directed Acyclic Graph Encoding for Compressed Shadow Maps 

    Scandolo, Leonardo; Eisemann, Elmar (The Eurographics Association, 2021)
    Detailed shadows in large-scale environments are challenging. Our approach enables efficient detailed shadow computations for static environments at a low memory cost. It builds upon compressed precomputed multiresolution ...
  • Vertex-Blend Attribute Compression 

    Kuth, Bastian; Meyer, Quirin (The Eurographics Association, 2021)
    Skeleton-based animations require per-vertex attributes called vertex-blend attributes. They consist of a weight tuple and a bone index tuple. With meshes becoming more complex, vertex-blend attributes call for compression. ...
  • Rearchitecting Spatiotemporal Resampling for Production 

    Wyman, Chris; Panteleev, Alexey (The Eurographics Association, 2021)
    Recent work by Bitterli et al. [BWP*20] introduced a real-time, many-light algorithm for rendering dynamic direct illumination from millions of lights by iteratively applying resampled importance sampling using weighted ...
  • Multi-Resolution Shared Representative Filtering for Real-Time Depth Completion 

    Wu, Yu-Ting; Li, Tzu-Mao; Shen, I-Chao; Lin, Hong-Shiang; Chuang, Yung-Yu (The Eurographics Association, 2021)
    We present shared representative filtering for real-time high-resolution depth completion with RGB-D sensors. Conventional filtering-based methods face a dilemma when the missing regions of the depth map are large. When ...
  • Transfer-Function-Independent Acceleration Structure for Volume Rendering in Virtual Reality 

    Faludi, Balázs; Zentai, Norbert; Zelechowski, Marek; Zam, Azhar; Rauter, Georg; Griessen, Mathias; Cattin, Philippe C. (The Eurographics Association, 2021)
    Visualizing volumetric medical datasets in a virtual reality environment enhances the sense of scale and has a wide range of applications in diagnostics, simulation, training, and surgical planning. To avoid motion sickness, ...
  • High-Performance Graphics 2021 – Symposium Papers: Frontmatter 

    Binder, Nikolaus; Ritschel, Tobias (Eurographics Association, 2021)