July 2022, hosted online; published as special issue in Proceedings of the ACM on Computer Graphics and Interactive Techniques, Vol. 5, No. 3


Sampling and Filtering
Temporally Stable Real-Time Joint Neural Denoising and Supersampling
Manu Mathew Thomas, Gabor Liktor, Christoph Peters, Sungye Kim, Karthik Vaidyanathan, and Angus G. Forbes
Spatiotemporal Variance-Guided Filtering for Motion Blur
Max Oberberger, Matthäus G. Chajdas, and Rüdiger Westermann
Virtual Blue Noise Lighting
Tianyu Li, Wenyou Wang, Daqi Lin, and Cem Yuksel
Graphics Systems
Software Rasterization of 2 Billion Points in Real Time
Markus Schütz, Bernhard Kerbl, and Michael Wimmer
Supporting Unified Shader Specialization by Co-opting C++ Features
Kerry A. Seitz, Theresa Foley, Serban D. Porumbescu, and John D. Owens
A Data-Driven Paradigm for Precomputed Radiance Transfer
Laurent Belcour, Thomas Deliot, Wilhem Barbier, and Cyril Soler
Geometry and Textures
High-Performance Polynomial Root Finding for Graphics
Cem Yuksel
Ray/Ribbon Intersections
Alexander Reshetov
Htex: Per-Halfedge Texturing for Arbitrary Mesh Topologies
Wilhem Barbier and Jonathan Dupuy
Acceleration Structures
Data Parallel Path Tracing with Object Hierarchies
Ingo Wald and Steven G Parker
PLOC++ : Parallel Locally-Ordered Clustering for Bounding Volume Hierarchy Construction Revisited
Carsten Benthin, Radoslaw Drabinski, Lorenzo Tessari, and Addis Dittebrandt
Better Fixed-Point Filtering with Averaging Trees
Andrew Adams and Dillon Sharlet

Recent Submissions

  • Data Parallel Path Tracing with Object Hierarchies 

    Wald, Ingo; Parker, Steven G (ACM Association for Computing Machinery, 2022)
    We propose a new approach to rendering production-style content with full path tracing in a data-distributed fashion-that is, with multiple collaborating nodes and/or GPUs that each store only part of the model. In particular, ...
  • Issue Information 

    Josef Spjut; Marc Stamminger; Victor Zordan (ACM Association for Computing Machinery, 2022)
  • PLOC++ : Parallel Locally-Ordered Clustering for Bounding Volume Hierarchy Construction Revisited 

    Benthin, Carsten; Drabinski, Radoslaw; Tessari, Lorenzo; Dittebrandt, Addis (ACM Association for Computing Machinery, 2022)
    We propose a novel version of the GPU-oriented massively parallel locally-ordered clustering (PLOC) algorithm for constructing bounding volume hierarchies (BVHs). Our method focuses on removing the weaknesses of the original ...
  • Better Fixed-Point Filtering with Averaging Trees 

    Adams, Andrew; Sharlet, Dillon (ACM Association for Computing Machinery, 2022)
    Production imaging pipelines commonly operate using fixed-point arithmetic, and within these pipelines a core primitive is convolution by small filters - taking convex combinations of fixed-point values in order to ...
  • Htex: Per-Halfedge Texturing for Arbitrary Mesh Topologies 

    Barbier, Wilhem; Dupuy, Jonathan (ACM Association for Computing Machinery, 2022)
    We introduce per-halfedge texturing (Htex) a GPU-friendly method for texturing arbitrary polygon-meshes without an explicit parameterization. Htex builds upon the insight that halfedges encode an intrinsic triangulation ...
  • A Data-Driven Paradigm for Precomputed Radiance Transfer 

    Belcour, Laurent; Deliot, Thomas; Barbier, Wilhem; Soler, Cyril (ACM Association for Computing Machinery, 2022)
    In this work, we explore a change of paradigm to build Precomputed Radiance Transfer (PRT) methods in a data-driven way. This paradigm shift allows us to alleviate the difficulties of building traditional PRT methods such ...
  • High-Performance Polynomial Root Finding for Graphics 

    Yuksel, Cem (ACM Association for Computing Machinery, 2022)
    We present a computationally-efficient and numerically-robust algorithm for finding real roots of polynomials. It begins with determining the intervals where the given polynomial is monotonic. Then, it performs a robust ...
  • Ray/Ribbon Intersections 

    Reshetov, Alexander (ACM Association for Computing Machinery, 2022)
    We present a new ray tracing primitive-a curved ribbon, which is embedded inside a ruled surface. We describe two such surfaces. Ribbons inside doubly ruled bilinear patches can be intersected by solving a quadratic equation. ...
  • Supporting Unified Shader Specialization by Co-opting C++ Features 

    Seitz, Kerry A.; Foley, Theresa; Porumbescu, Serban D.; Owens, John D. (ACM Association for Computing Machinery, 2022)
    Modern unified programming models (such as CUDA and SYCL) that combine host (CPU) code and GPU code into the same programming language, same file, and same lexical scope lack adequate support for GPU code specialization, ...
  • Software Rasterization of 2 Billion Points in Real Time 

    Schütz, Markus; Kerbl, Bernhard; Wimmer, Michael (ACM Association for Computing Machinery, 2022)
    The accelerated collection of detailed real-world 3D data in the form of ever-larger point clouds is sparking a demand for novel visualization techniques that are capable of rendering billions of point primitives in ...
  • Virtual Blue Noise Lighting 

    Li, Tianyu; Wang, Wenyou; Lin, Daqi; Yuksel, Cem (ACM Association for Computing Machinery, 2022)
    We introduce virtual blue noise lighting, a rendering pipeline for estimating indirect illumination with a blue noise distribution of virtual lights. Our pipeline is designed for virtual lights with non-uniform emission ...
  • Spatiotemporal Variance-Guided Filtering for Motion Blur 

    Oberberger, Max; Chajdas, Matthäus G.; Westermann, Rüdiger (ACM Association for Computing Machinery, 2022)
    Adding motion blur to a scene can help to convey the feeling of speed even at low frame rates. Monte Carlo ray tracing can compute accurate motion blur, but requires a large number of samples per pixel to converge. In ...
  • Temporally Stable Real-Time Joint Neural Denoising and Supersampling 

    Thomas, Manu Mathew; Liktor, Gabor; Peters, Christoph; Kim, Sungye; Vaidyanathan, Karthik; Forbes, Angus G. (ACM Association for Computing Machinery, 2022)
    Recent advances in ray tracing hardware bring real-time path tracing into reach, and ray traced soft shadows, glossy reflections, and diffuse global illumination are now common features in games. Nonetheless, ray budgets ...