Best Paper
Note: we are now trying to collect the second and third place winners for each year. If you have information on those for past conferences, please get in touch with the program committee. We will however need to receive confirmation from that year’s paper chair.
High-Performance Graphics
HPG 2013
- On Quality Metrics of Bounding Volume Hierarchies
Timo Aila, Tero Karras, Samuli Laine - Megakernels Considered Harmful: Wavefront Path Tracing on GPUs
Samuli Laine, Tero Karras, Timo Aila - Fast Parallel Construction of High-Quality Bounding Volume Hierarchies
Tero Karras, Timo Aila
HPG 2012
- Representing Appearance and Pre-filtering Subpixel Data in Sparse Voxel Octrees
Eric Heitz, Fabrice Neyret - Maximizing Parallelism in the Construction of BVHs, Octrees and k-d Trees
Tero Karras - Adaptive Image Space Shading for Motion and Defocus Blur
Karthik Vaidyanathan, Robert Toth, Marco Salvi, Solomon Boulos, Aaron Lefohn
HPG 2011
- High-Performance Software Rasterization on GPUs
Samuli Laine, Tero Karras - Adaptive Transparency
Marco Salvi, Jefferson Montgomery, Aaron Lefohn - Voxelized Shadow Volumes
Chris Wyman
HPG 2010
- Ambient Occlusion Volumes
Morgan McGuire - Real-time Stochastic Rasterization on Conventional GPU Architectures
Morgan McGuire, Eric Enderton, Peter Shirley, David Luebke - Edge Avoiding A-Torus Wavelet Transform for Fast Global Illumination Filtering
Holger Dammertz, Daniel Sewtz, Johannes Hanika, Hendrik Lensch
HPG 2009
- Data-Parallel Rasterization of Micropolygons with Defocus and Motion Blur
Kayvon Fatahalian, Edward Luong, Solomon Boulos, Kurt Akeley, William R. Mark, Pat Hanrahan - Hardware-Accelerated Global Illumination by Image Space Photon Mapping
Morgan McGuire and David Luebke - Understanding the Efficiency of Ray Traversal on GPUs.
Timo Aila and Samuli Laine
Graphics Hardware
GH 2008
- A Hardware Processing Unit for Point Sets
Simon Heinzle, Gael Guennebaud, Mario Botsch, and Markus Gross - Floating-Point Buffer Compression in a Unified Codec Architecture
Jacob Strom, Per Wennersten, Jim Rasmusson, Jon Hasselgren, Jacob Munkberg, Petrik Clarberg, Tomas Akenine-Möller - Coherent Layer Peeling for Transparent High-Depth-Complexity Scenes
Nathan Carr, Radomir Mech, Gavin Miller
Non-Uniform Fractional Tessellation
Jacob Munkberg, Jon Hasselgren, Tomas Akenine-Möller
GH 2007
Scan Primitives for GPU Computing
Shubhabrata Sengupta, Mark Harris, Yao Zhang, John D. Owens
GH 2006
B-KD Trees for Hardware Accelerated Ray Tracing of Dynamic Scenes
Sven Woop, Gerd Marmitt, Philipp Slusallek
GH 2005
iPACKMAN: High-Quality, Low-Complexity Texture Compression for Mobile Phones
Jacob Ström, Tomas Akenine-Möller
GH 2004
Silhouette Maps for Improved Texture Magnification
Pradeep Sen
GH 2003
- Photon Mapping on Programmable Graphics Hardware
Timothy J. Purcell, Craig Donner, Mike Cammarano, Henrik Wann Jensen, Pat Hanrahan - Texture Compression using Low-Frequency Signal Modulation
Simon Fenney
GH 2002
Efficient Partitioning of Fragment Shaders for Multipass Rendering on Programmable Graphics Hardware
Eric Chan, Ren Ng, Pradeep Sen, Kekoa Proudfoot, Pat Hanrahan
GH 2001
High-Quality Pre-Integrated Volume Rendering Using Hardware-Accelerated Pixel Shading
Klaus Engel, Martin Kraus, Thomas Ertl
GH 2000
Interactive Volume Rendering on Standard PC Graphics Hardware Using Multi-Textures and Multi-Stage Rasterization
C. Rezk-Salama, K. Engel, M. Bauer, G. Greiner, T. Ertl
GH 1999
Z3: An Economical Hardware Technique for High-Quality Antialiasing and Transparency
Norm P. Jouppi, Chun-Fa Chang
GH 1998
Neon: A Single-Chip 3D Workstation Graphics Accelerator
Joel McCormack, Robert McNamara, Chris Gianos, Larry Seiler, Norman Jouppi, Ken Correll