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High-Performance Graphics 2019

Strasbourg | July 8-10, 2019

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 2019

Wolfgang Straßer Award (Best Paper)

  1. Stochastic Lightcuts
    Cem Yuksel
  2. Real-Time Analytic Antialiased Text for 3-D Environments
    Apollo Ellis, Warren Hunt, John Hart
  3. Distortion-Free Displacement Mapping
    Tobias Zirr, Tobias Ritschel

Test-Of-Time 2010 Award

  1. Task Management for Irregular-Parallel Workloads on the GPU
    Stanley Tzeng, Anjul Patney, John D. Owens
  2. HLBVH: Hierarchical LBVH Construction for Real-Time Ray Tracing of Dynamic Geometry
    Jacopo Pantaleoni, David Luebke

HPG 2018

Wolfgang Straßer Award (Best Paper)

  1. High-Performance By-Example Noise using a Histogram-Preserving Blending Operator
    Eric Heitz, Fabrice Neyret
  2. Gradient Estimation for Real-Time Adaptive Temporal Filtering
    Christoph Schied, Christoph Peters, Carsten Dachsbacher
  3. View-Region Optimized Image-Based Scene Simplification
    Puneet Lall, Silviu Borac, Dave Richardson, Matt Pharr, Manfred Ernst

Test-Of-Time 2009 Award

  1. Understanding the Efficiency of Ray Traversal on GPUs
    Timo Aila, Samuli Laine

HPG 2017

Wolfgang Straßer Award (Best Paper)

  1. Spatiotemporal Variance-Guided Filtering: Real-Time Reconstruction for Path Traced Global Illumination
    Christoph Schied, Anton S. Kaplanyan, Chris Wyman, Anjul Patney, Chakravarty Reddy Alla Chaitanya, John Burgess, Shiqiu Liu, Carsten Dachsbacher, Aaron Lefohn, Marco Salvi
  2. Exploiting Budan-Fourier and Vincent’s Theorems for Ray Tracing 3D Bézier Curves
    Alexander Reshetov, David Luebke

Test-Of-Time 2007 & 2008 Awards

  1. Scan Primitives for GPU Computing
    Shubhabrata Sengupta, Mark Harris, Yao Zhang, John D. Owens
  2. On fast Construction of SAH-based Bounding Volume Hierarchies
    Ingo Wald
  3. Realtime Ray Tracing on GPU with BVH-based Packet Traversal
    Johannes Günther, Stefan Popov, Hans-Peter Seidel, Philipp Slusallek
  4. All-pairs Shortest-paths for Large Graphs on the GPU
    Gary J. Katz, Joseph T. Kider, Jr

HPG 2016

Wolfgang Straßer Award (Best Paper)

  1. Filtering Distributions of Normals for Shading Antialiasing
    Anton S. Kaplanyan, Stephen Hill, Anjul Patney, and Aaron Lefohn
  2. Exploring and Expanding the Continuum of OIT Algorithms
    Chris Wyman
  3. Comparison of Projection Methods for Rendering Virtual Reality
    Robert Toth, Tomas Akenine-Möller, and Jim Nilsson

HPG 2015

Wolfgang Straßer Award (Best Paper)

  1. Efficient Ray Tracing of Subdivision Surfaces using Tessellation Caching
    Carsten Benthin, Sven Woop, Matthias Nießner, Kai Selgrad, and Ingo Wald
  2. Morton Integrals for High Speed Geometry Simplification
    Hélène Legrand and Tamy Boubekeur
  3. Joint nominees:
    • Perception of Highlight Disparity at a Distance in Consumer Head-Mounted Displays
      Robert Toth, Jon Hasselgren, and Tomas Akenine-Möller
    • Decoupled Coverage Anti-Aliasing
      Yuxiang Wang, Chris Wyman, Yong He, and Pradeep Sen

Test-Of-Time 2006 Award

  1. On Building kd-Trees for Ray Tracing, and on doing that in O(N log N)
    Ingo Wald, Vlastimil Havran
  2. Ray Tracing on the CELL processor
    Carsten Benthin, Ingo Wald, Michael Scherbaum, Heiko Friedrich
  3. RT-DEFORM: Interactive Ray Tracing of Dynamic Scenes using BVHs
    Christian Lauterbach, Sung-eui Yoon, David Tuft, Dinesh Manocha

HPG 2014

  1. Fast ANN for High-Quality Collaborative Filtering
    Yun-Ta Tsai, Markus Steinberger, Dawid Pająk, Kari Pulli
  2. Reduced Precision for Hardware Ray Tracing in GPUs
    Sean Keely
  3. 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

HPG 2013

  1. On Quality Metrics of Bounding Volume Hierarchies
    Timo Aila, Tero Karras, Samuli Laine
  2. Megakernels Considered Harmful: Wavefront Path Tracing on GPUs
    Samuli Laine, Tero Karras, Timo Aila
  3. Fast Parallel Construction of High-Quality Bounding Volume Hierarchies
    Tero Karras, Timo Aila

HPG 2012

  1. Representing Appearance and Pre-filtering Subpixel Data in Sparse Voxel Octrees
    Eric Heitz, Fabrice Neyret
  2. Maximizing Parallelism in the Construction of BVHs, Octrees and k-d Trees
    Tero Karras
  3. Adaptive Image Space Shading for Motion and Defocus Blur
    Karthik Vaidyanathan, Robert Toth, Marco Salvi, Solomon Boulos, Aaron Lefohn

HPG 2011

  1. High-Performance Software Rasterization on GPUs
    Samuli Laine, Tero Karras
  2. Adaptive Transparency
    Marco Salvi, Jefferson Montgomery, Aaron Lefohn
  3. Voxelized Shadow Volumes
    Chris Wyman

HPG 2010

  1. Ambient Occlusion Volumes
    Morgan McGuire
  2. Real-time Stochastic Rasterization on Conventional GPU Architectures
    Morgan McGuire, Eric Enderton, Peter Shirley, David Luebke
  3. Edge Avoiding A-Torus Wavelet Transform for Fast Global Illumination Filtering
    Holger Dammertz, Daniel Sewtz, Johannes Hanika, Hendrik Lensch

HPG 2009

  1. Data-Parallel Rasterization of Micropolygons with Defocus and Motion Blur
    Kayvon Fatahalian, Edward Luong, Solomon Boulos, Kurt Akeley, William R. Mark, Pat Hanrahan
  2. Hardware-Accelerated Global Illumination by Image Space Photon Mapping
    Morgan McGuire and David Luebke
  3. Understanding the Efficiency of Ray Traversal on GPUs.
    Timo Aila and Samuli Laine

 

Graphics Hardware

GH 2008

  1. A Hardware Processing Unit for Point Sets
    Simon Heinzle, Gael Guennebaud, Mario Botsch, and Markus Gross
  2. Floating-Point Buffer Compression in a Unified Codec Architecture
    Jacob Strom, Per Wennersten, Jim Rasmusson, Jon Hasselgren, Jacob Munkberg, Petrik Clarberg, Tomas Akenine-Möller
  3. 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

  1. Photon Mapping on Programmable Graphics Hardware
    Timothy J. Purcell, Craig Donner, Mike Cammarano, Henrik Wann Jensen, Pat Hanrahan
  2. 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

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