We are delighted to present the proceedings of High-Performance Graphics 2015. This is the seventh year of the conference, which has become the leading international conference on graphics hardware, systems, and algorithms. The conference brings together researchers, engineers, and architects to discuss the complex interactions of parallel hardware, novel programming models, efficient graphics algorithms, and innovative applications.
High-Performance Graphics (HPG) was founded in 2009 as the combination of two important and well-respected conferences in computer graphics: Graphics Hardware, an annual conference focusing on graphics hardware, architecture, and systems since 1986; and Interactive Ray Tracing, concentrating on interactive ray tracing and global illumination since 2006. HPG combines the best research from these two fields and covers a very broad range of exciting algorithms for interactive and high-performance graphics solutions.
Proceeding Downloads
Efficient ray tracing of subdivision surfaces using tessellation caching
A common way to ray trace subdivision surfaces is by constructing and traversing spatial hierarchies on top of tessellated input primitives. Unfortunately, tessellating surfaces requires a substantial amount of memory storage, and involves significant ...
Bounding volume hierarchy optimization through agglomerative treelet restructuring
In this paper, we present a new method for building high-quality bounding volume hierarchies (BVHs) on manycore systems. Our method is an extension of the current state-of-the-art on GPU BVH construction, Treelet Restructuring Bounding Volume Hierarchy (...
Reorder buffer: an energy-efficient multithreading architecture for hardware MIMD ray traversal
In this paper, we present an energy- and area-efficient multithreading architecture for Multiple Instruction, Multiple Data (MIMD) ray tracing hardware targeted at low-power devices. Recent ray tracing hardware has predominantly adopted an MIMD approach ...
Decoupled coverage anti-aliasing
State-of-the-art methods for geometric anti-aliasing in real-time rendering are based on Multi-Sample Anti-Aliasing (MSAA), which samples visibility more than shading to reduce the number of expensive shading calculations. However, for high-quality ...
Deferred attribute interpolation for memory-efficient deferred shading
In this work we present a novel approach to deferred shading suitable for high resolution displays and high visibility sampling rates. We reduce the memory costs of deferred shading by substituting the geometry buffer with a visibility buffer that ...
An incremental rendering VM
We introduce an incremental rendering layer on top of standard graphics APIs such as OpenGL or DirectX in the form a virtual machine (VM), which efficiently maintains an optimized, compiled representation of arbitrary high-level scene representations at ...
Perception of highlight disparity at a distance in consumer head-mounted displays
Stereo rendering for 3D displays and for virtual reality headsets provide several visual cues, including convergence angle and highlight disparity. The human visual system interprets these cues to estimate surface properties of the displayed ...
An adaptive acceleration structure for screen-space ray tracing
We propose an efficient acceleration structure for real-time screen-space ray tracing. The hybrid data structure represents the scene geometry by combining a bounding volume hierarchy with local planar approximations. This enables fast empty space ...
Adaptively layered statistical volumetric obscurance
We accelerate volumetric obscurance, a variant of ambient occlusion, and solve undersampling artifacts, such as banding, noise or blurring, that screen-space techniques traditionally suffer from. We make use of an efficient statistical model to evaluate ...
Compiling high performance recursive filters
Infinite impulse response (IIR) or recursive filters, are essential for image processing because they turn expensive large-footprint convolutions into operations that have a constant cost per pixel regardless of kernel size. However, their recursive ...
Grid-free out-of-core voxelization to sparse voxel octrees on GPU
In this paper, we present the first grid-free, out-of-core GPU voxelization method. Our method combines efficient parallel triangle voxelization on GPU with out-of-core technologies in order to allow the processing of scenes with large triangle counts ...
Morton integrals for high speed geometry simplification
Real time geometry processing has progressively reached a performance level that makes a number of signal-inspired primitives practical for on-line applications scenarios. This often comes through the joint design of operators, data structure and even ...
- Proceedings of the 7th Conference on High-Performance Graphics
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Acceptance Rates
Year | Submitted | Accepted | Rate |
---|---|---|---|
HPG '13 | 44 | 15 | 34% |
Overall | 44 | 15 | 34% |