Delft, The Netherlands | June 26 - 28, 2023


(for CGF Papers see HPG2023 - CGF 42-8)
Acceleration Structures
PSAO: Point-Based Split Rendering for Ambient Occlusion
Thomas Neff, Brian Budge, Zhao Dong, Dieter Schmalstieg, and Markus Steinberger
Voxel-based Representations for Improved Filtered Appearance
Caio José Dos Santos Brito, Pierre Poulin, and Veronica Teichrieb
Primitives, Surfaces, and Appearance Modeling
Compressed Opacity Maps for Ray Tracing
Simon Fenney and Alper Ozkan
Deep Learning for Graphics
Minimal Convolutional Neural Networks for Temporal Anti Aliasing
Killian Herveau, Max Piochowiak, and Carsten Dachsbacher
Neural Intersection Function
Shin Fujieda, Chih Chen Kao, and Takahiro Harada
Distributed and Cloud-Based Rendering
Efficient Rendering of Participating Media for Multiple Viewpoints
Robert Stojanovic, Alexander Weinrauch, Wolfgang Tatzgern, Andreas Kurz, and Markus Steinberger
Surface Light Cones: Sharing Direct Illumination for Efficient Multi-viewer Rendering
Pascal Stadlbauer, Alexander Weinrauch, Wolfgang Tatzgern, and Markus Steinberger
Clouds in the Cloud: Efficient Cloud-Based Rendering of Real-Time Volumetric Clouds
Alexander Weinrauch, Stephan Lorbek, Wolfgang Tatzgern, Pascal Stadlbauer, and Markus Steinberger
GPU Computing
Massively Parallel Adaptive Collapsing of Edges for Unstructured Tetrahedral Meshes
Daniel Ströter, André Stork, and Dieter W. Fellner
Spherical Parametric Measurement for Continuous and Balanced Mesh Segmentation
Huadong Zhang, Lizhou Cao, and Chao Peng

Recent Submissions

  • Spherical Parametric Measurement for Continuous and Balanced Mesh Segmentation 

    Zhang, Huadong; Cao, Lizhou; Peng, Chao (The Eurographics Association, 2023)
    Mesh segmentation is an important process for building the discrete mesh structure used on the GPU to accelerate geometry processing applications. In this paper, we introduce a novel mesh segmentation method that creates ...
  • Massively Parallel Adaptive Collapsing of Edges for Unstructured Tetrahedral Meshes 

    Ströter, Daniel; Stork, André; Fellner, Dieter W. (The Eurographics Association, 2023)
    Many tasks in computer graphics and engineering involve unstructured tetrahedral meshes. Numerical methods such as the finite element method (FEM) oftentimes use tetrahedral meshes to compute a solution for complex problems ...
  • Clouds in the Cloud: Efficient Cloud-Based Rendering of Real-Time Volumetric Clouds 

    Weinrauch, Alexander; Lorbek, Stephan; Tatzgern, Wolfgang; Stadlbauer, Pascal; Steinberger, Markus (The Eurographics Association, 2023)
    Volumetric clouds play a crucial role in creating realistic, dynamic, and immersive virtual outdoor environments. However, rendering volumetric clouds in real-time presents a significant computational challenge on end-user ...
  • Surface Light Cones: Sharing Direct Illumination for Efficient Multi-viewer Rendering 

    Stadlbauer, Pascal; Weinrauch, Alexander; Tatzgern, Wolfgang; Steinberger, Markus (The Eurographics Association, 2023)
    Even though stochastic methods and hardware supported ray tracing are increasingly used for computing direct illumination, the efficient real-time rendering of dynamic area light sources still forms a challenge. In this ...
  • Efficient Rendering of Participating Media for Multiple Viewpoints 

    Stojanovic, Robert; Weinrauch, Alexander; Tatzgern, Wolfgang; Kurz, Andreas; Steinberger, Markus (The Eurographics Association, 2023)
    Achieving realism in modern games requires the integration of participating media effects, such as fog, dust, and smoke. However, due to the complex nature of scattering and partial occlusions within these media, real-time ...
  • Neural Intersection Function 

    Fujieda, Shin; Kao, Chih Chen; Harada, Takahiro (The Eurographics Association, 2023)
    The ray casting operation in the Monte Carlo ray tracing algorithm usually adopts a bounding volume hierarchy (BVH) to accelerate the process of finding intersections to evaluate visibility. However, its characteristics ...
  • Minimal Convolutional Neural Networks for Temporal Anti Aliasing 

    Herveau, Killian; Piochowiak, Max; Dachsbacher, Carsten (The Eurographics Association, 2023)
    Existing deep learning methods for performing temporal anti aliasing (TAA) in rendering are either closed source or rely on upsampling networks with a large operation count which are expensive to evaluate. We propose a ...
  • Compressed Opacity Maps for Ray Tracing 

    Fenney, Simon; Ozkan, Alper (The Eurographics Association, 2023)
    Recently, schemes have been proposed for accelerating 'alpha-tested' triangles in ray-tracing through the use of precomputed, three-level Opacity Masks/Maps that can significantly reduce the need for expensive of 'Any-Hit ...
  • Voxel-based Representations for Improved Filtered Appearance 

    Brito, Caio José Dos Santos; Poulin, Pierre; Teichrieb, Veronica (The Eurographics Association, 2023)
    Volumetric representations allow filtering of mesh-based complex 3D scenes to control both the efficiency and quality of rendering. Unfortunately, directional variations in the visual appearance of a volume still hinder ...
  • PSAO: Point-Based Split Rendering for Ambient Occlusion 

    Neff, Thomas; Budge, Brian; Dong, Zhao; Schmalstieg, Dieter; Steinberger, Markus (The Eurographics Association, 2023)
    Recent advances in graphics hardware have enabled ray tracing to produce high-quality ambient occlusion (AO) in real-time, which is not plagued by the artifacts typically found in real-time screen-space approaches. However, ...
  • High-Performance Graphics 2023 Symposium Track: Frontmatter 

    Bikker, Jacco; Gribble, Christiaan (The Eurographics Association, 2023)