EGGH: SIGGRAPH/Eurographics Workshop on Graphics Hardware: Recent submissions
Now showing items 1-20 of 524
-
Spherical Parametric Measurement for Continuous and Balanced Mesh Segmentation
(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
(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
(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
(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
(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
(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
(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
(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
(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
(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
(The Eurographics Association, 2023) -
Data Parallel Path Tracing with Object Hierarchies
(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
(ACM Association for Computing Machinery, 2022) -
PLOC++ : Parallel Locally-Ordered Clustering for Bounding Volume Hierarchy Construction Revisited
(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
(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
(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
(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
(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
(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
(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, ...