Program

Note: All coffee breaks and the meals explicitly listed below are catered by the conference and included in your registration fee, as supported by our generous donors. For the other meals, we encourage you to explore what the city of Lyon has to offer with your friends and colleagues, new or old.

Monday June 23

09:30 – 10:30: Registration

10:30 – 10:45: Opening Remarks

10:45 – 12:00: Graphics Systems

Session Chair: Philipp Slusallek (DFKI/Saarland University)

  • Streaming G-Buffer Compression for Multi-Sample Anti-Aliasing
    Ethan Kerzner, Marco Salvi
  • Coarse Pixel Shading
    Karthik Vaidyanathan, Marco Salvi, Robert Toth, Tim Foley, Tomas Akenine-Möller, Jim Nilsson, Jacob Munkberg, Jon Hasselgren, Masamichi Sugihara, Petrik Clarberg, Tomasz Janczak, Aaron Lefohn
  • Register Efficient Memory Allocator for GPUs
    Marek Vinkler, Vlastimil Havran

12:00 – 13:30: Lunch

13:30 – 14:20: Ray Tracing

Session Chair: Christophe Hery (Pixar)

14:20 – 14:45: Coffee Break

14:45 – 16:00: Hot3D Session 1

Session Chair: Warren Hunt, Google

  • Small Batch Solutions in the Mantle API
    Guennadi Rigeur, AMD
  • Bandwidth-efficient Graphics with ARM Mali GPUs
    Marius Bjørge, ARM
  • Chrome on Mobile @ 60 FPS
    Sami Kyostila, Google

16:00 – 16:15: Coffee Break

16:15 – 17:30: Panel Discussion 1

Title: How Low Should We Go: Implications of the Trend Toward Thinner and Lower-Level Graphics APIs
Moderator: Kayvon Fatahalian, Carnegie Mellon University
Panelists: Marius Bjorge, ARM; Cass Everitt, Oculus; Sami Kyostila, Google; Dave McAllister, NVIDIA; Guennadi Riguer, AMD; and Philipp Slusallek, Saarland University

Tuesday June 24

09:00 – 10:00: Keynote Talk: Marcos Fajardo, CEO, Solid Angle

Title: How Ray Tracing Conquered Cinematic Rendering
Abstract: Monte Carlo path tracing is now the dominant rendering technique in film VFX, animated films, commercials and pre-rendered videogame intros. This marks the end of an era. In this talk I will provide some historical context on how studios transitioned from rasterization-based pipelines, describe the key benefits that motivated this transition, and discuss some of the challenges that still lie ahead in the never-ending quest for increased detail and visual realism.
Bio: Marcos is the founder of Solid Angle, where he leads the development of the Arnold path tracing renderer. Prior to that, Marcos was a visiting Software Architect at Sony Pictures Imageworks, a visiting researcher at USC’s Institute for Creative Technologies under the supervision of Dr. Paul Debevec, and also consulted at various CG studios around the world. Marcos is a frequent speaker at SIGGRAPH, FMX and EGSR. His favorite sushi is engawa.

10:00 – 10:30: Coffee Break

10:30 – 11:45: Image Processing

Session Chair: Samuli Laine (NVIDIA)

  • A Fast and Stable Feature-Aware Motion Blur Filter
    Jean-Philippe Guertin, Morgan McGuire, Derek Nowrouzezahrai
  • Fast ANN for High-Quality Collaborative Filtering
    Yun-Ta Tsai, Markus Steinberger, Dawid Pająk, Kari Pulli
  • SegTC: Fast Texture Compression using Image Segmentation
    Pavel Krajcevski, Dinesh Manocha

11:45 – 13:30: Lunch & HPG Town Hall

13:30 – 14:45: Hot3D Session 2

Session Chair: Michael Doggett, Lund University

  • NVIDIA’s Tegra K1: Bringing the Complete GPU Experience to Mobile Platforms
    Steve Molnar, NVIDIA
  • Oculus DK2 and Latency Mitigation for Virtual Reality
    Cass Everitt, Oculus
  • NVIDIA IndeX – GPU-Cluster Aware Software Solution for Interactive Visual Computing of Large-Scale Data
    Christopher Lux, Marc Nienhaus, NVIDIA

14:45 – 15:45: Coffee Break & Poster Session

  • Improving Ray Traversal for Wide BVHs
    T. Schiffer and D. W. Fellner
  • Efficient Ray Generation Scheme for Ray Tracing
    Kyungsu Kim and Jaewoong Lee
  • Ray Tracing Irregularly Distributed Samples on Multiple
    GPUs

    Takahiro Harada, Masahiro Fujita
  • LSGL: Large Scale Graphics Library for Peta-Scale
    Computing Environments

    M. Fujita, J. Nonaka, and K. Ono
  • Surface Virtual Point Lights
    Yu-Jung Chen, Chen-Yu Yen, and Shao-Yi Chien

15:45 – 17:00: Collisions and Proximity

Session Chair: Vlastimil Havran (Czech Technical University in Prague)

  • Out-of-Core Proximity Computation for Particle-based Fluid Simulations
    Duksu Kim, Myung-Bae Son, Young J. Kim, Jeong-Mo Hong, Sungeui Yoon
  • Real-Time Deformation of Subdivision Surfaces from Object Collisions
    Henry Schäfer, Benjamin Keinert, Matthias Nießner, Christoph Buchenau, Michael Guthe, Marc Stamminger
  • High-performance Delaunay triangulation for many-core computers
    Valentin Fuetterling, Carsten Lojewski, Franz-Josef Pfreundt

Evening Banquet

Please join us at the Château d’Envaux for the High-Performance Graphics banquet.

Wednesday June 25

09:00 – 10:15: Rendering

Session Chair: Anselmo Lastra (University of North Carolina at Chapel Hill)

10:15 – 10:45: Coffee Break

10:45 – 11:45: Invited Speaker: Christopher Evans, Art Technical Director, Crytek Frankfurt

Title: Moving Towards Cinematic Real-time Engines: Crytek’s Ryse

11:45 – 12:45: Lunch

12:45 – 13:15: Best Paper Presentation & Closing Remarks


13:15 – 13:45: Break

13:45 – 14:00: EGSR Opening Remarks

HPG attendees are encouraged to attend.

14:00 – 15:00: Joint HPG/EGSR Keynote Talk: Tomas Akenine-Möller, Lund University

Title: The ART of Stochastic Rasterization
Abstract: In this keynote presentation, I will present an overview of recent advances in stochastic rasterization, initially aimed at rendering correct motion blur and depth of field with rasterization-based approaches. One goal is to reveal bits of information about higher-dimensional rasterization that are not often easily extracted from papers. I will use an interactive presentation, and talk about possible hardware modifications as well as what can be done on contemporary graphics processors.
Bio: Tomas Akenine-Möller is a professor in computer graphics at Lund University since 2007. He is a co-author of Real-Time Rendering with Eric Haines and Naty Hoffman, and he has also co-authored a bunch of journal and conference papers. Currently, he is working part time in the Advanced Rendering Technology group at Intel and the other part at Lund University. His research interests include everything concerning graphics processors and ray tracing-based methods.

Evening: Reception and Tour of the City