EGGH: SIGGRAPH/Eurographics Workshop on Graphics Hardware: Recent submissions
Now showing items 21-40 of 524
-
Software Rasterization of 2 Billion Points in Real Time
(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
(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
(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
(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 ... -
Compression and Rendering of Textured Point Clouds via Sparse Coding
(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
(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
(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
(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
(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
(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
(Eurographics Association, 2021) -
Concurrent Binary Trees (with application to longest edge bisection)
(ACM, 2020)We introduce the concurrent binary tree (CBT), a novel concurrent representation to build and update arbitrary binary trees in parallel. Fundamentally, our representation consists of a binary heap, i.e., a 1D array, that ... -
Hardware-Accelerated Dual-Split Trees
(ACM, 2020)Bounding volume hierarchies (BVH) are the most widely used acceleration structures for ray tracing due to their high construction and traversal performance. However, the bounding planes shared between parent and children ... -
Compacted CPU/GPU Data Compression via Modified Virtual Address Translation
(ACM, 2020)We propose a method to reduce the footprint of compressed data by using modified virtual address translation to permit random access to the data. This extends our prior work on using page translation to perform automatic ... -
Using Hardware Ray Transforms to Accelerate Ray/Primitive Intersections for Long, Thin Primitive Types
(ACM, 2020)With the recent addition of hardware ray tracing capabilities, GPUs have become incredibly efficient at ray tracing both triangular geometry, and instances thereof. However, the bounding volume hierarchies that current ray ... -
Sub-triangle opacity masks for faster ray tracing of transparent objects
(ACM, 2020)We propose an easy and simple-to-integrate approach to accelerate ray tracing of alpha-tested transparent geometry with a focus on Microsoft® DirectX® or Vulkan® ray tracing extensions. Pre-computed bit masks are used to ... -
FLIP: A Difference Evaluator for Alternating Images
(ACM, 2020)Image quality measures are becoming increasingly important in the field of computer graphics. For example, there is currently a major focus on generating photorealistic images in real time by combining path tracing with ... -
Quadratic Approximation of Cubic Curves
(ACM, 2020)We present a simple degree reduction technique for piecewise cubic polynomial splines, converting them into piecewise quadratic splines that maintain the parameterization and C1 continuity. Our method forms identical tangent ... -
High-Performance Image Filters via Sparse Approximations
(ACM, 2020)We present a numerical optimization method to find highly efficient (sparse) approximations for convolutional image filters. Using a modified parallel tempering approach,we solve a constrained optimization that maximizes ... -
Post-RenderWarp with Late Input Sampling Improves Aiming Under High Latency Conditions
(ACM, 2020)End-to-end latency in remote-rendering systems can reduce user task performance. This notably includes aiming tasks on game streaming services, which are presently below the standards of competitive first-person desktop ...