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HPG '19: Proceedings of the Conference on High-Performance Graphics
2019 Proceeding
Publisher:
  • Eurographics Association
  • Postfach 2926
  • Goslar
  • Germany
Conference:
HPG '19: High-Performance Graphics Strasbourg France July 8 - 10, 2019
Published:
02 May 2022
Sponsors:
In-Cooperation:
EUROGRAPHICS

Bibliometrics
Abstract

No abstract available.

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research-article
Mach-RT: a many chip architecture for ray tracing

We propose an unconventional solution to high-performance ray tracing that combines a ray ordering scheme that minimizes access to the scene data with a large on-chip buffer acting as near-compute storage that is spread over multiple chips. We ...

research-article
RTX beyond ray tracing: exploring the use of hardware ray tracing cores for tet-mesh point location

We explore a first proof-of-concept example of creatively using the Turing generation's hardware ray tracing cores to solve a problem other than classical ray tracing, specifically, point location in unstructured tetrahedral meshes. Starting with a CUDA ...

research-article
Wide BVH traversal with a short stack

Compressed wide bounding volume hierarchies can significantly improve the performance of incoherent ray traversal, through a smaller working set of inner nodes and therefore a higher cache hit rate. While inner nodes in the hierarchy can be compressed, ...

research-article
Dynamic many-light sampling for real-time ray tracing

Monte Carlo ray tracing offers the capability of rendering scenes with large numbers of area light sources---lights can be sampled stochastically and shadowing can be accounted for by tracing rays, rather than using shadow maps or other rasterization-...

research-article
Stochastic lightcuts

We introduce stochastic lightcuts by combining the lighting approximation of lightcuts with stochastic sampling for efficiently rendering scenes with a large number of light sources. Our stochastic lightcuts method entirely eliminates the sampling ...

research-article
Temporally dense ray tracing

We present a technique for real-time ray tracing with the goal of reaching 240frames per second or more. The core idea is to trade spatial resolution for faster temporal updates in such a way that the display and human visual system aid in integrating ...

research-article
Patch textures: hardware implementation of mesh colors

Mesh colors provide an effective alternative to standard texture mapping. They significantly simplify the asset production pipeline by removing the need for defining a mapping and eliminate rendering artifacts due to seams. This paper addresses the ...

research-article
A practical and efficient approach for correct Z-Pass stencil shadow volumes

Shadow volumes are a popular technique to compute pixel-accurate hard shadows in 3D scenes. Many variants exist that trade off accuracy and efficiency. In this work, we present an artifact-free, efficient, and easy-to-implement stencil shadow volume ...

research-article
Real-time ray tracing on head-mounted-displays for advanced visualization of sheet metal stamping defects

Although interactive ray tracing has been around since the late 1990s, real-time frame rates had so far only been feasible for low and mid-size screen resolutions. Recent developments in GPU hardware, that specifically accelerate ray tracing, make it ...

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Acceptance Rates

Overall Acceptance Rate 15 of 44 submissions, 34%
YearSubmittedAcceptedRate
HPG '13441534%
Overall441534%