Please note: this program is provisional. Expect content to change between days and for start and end times to be adjusted.
All times are specified in UTC+2 (CEST, Delft local time).
Registration & Coffee
|9:50-11:00||Paper Session: Acceleration Structures
|11:30-12:30||Panel: Women in Computer Graphics
End of Day / Social Event
Welcome & Coffee
|9:00-10:40||Paper Session: Primitives, Surfaces & Appearance Modeling
|11:15-12:30||Paper Session: Deep Learning for Graphics
|14:00-15:40||Paper Session: Distributed & Cloud-Based Rendering
Poster session / Coffee Break
End of Day / Social Event
Welcome & Coffee
|9:15-10:30||Paper Session: GPU Computing
|11:05-11:30||Hot3D Invited Talk
Awards & Wrap-Up
Lunch & HPG Town Hall
Day 1 Select Sessions
11:30am – 12:30pmPanel
Women in Computer Graphics
Dr. Zerrin Yumak is an assistant professor in the Human-Centered Computing Group at the Information and Computing Sciences Department of Utrecht University. She is the scientific director of the Motion Capture and Virtual Reality Lab and founding member of the EDI Committee of her department. She has 15 years of experience in the area of socially interactive 3D digital humans. Her latest work focus on Generative AI methods for motion synthesis in particular non-verbal behaviors such as facial expressions, gestures and gaze.
Max-Planck-Institut für Informatik
Noshaba Cheema is PhD Candidate at Max-Planck-Institut für Informatik (IMPRS) and researcher at DFKI (ASR). She is dealing with the animation of 3D characters using AI, for computer games, films and so that they can end up interacting with humans.
Seryan Khademi, Delft University
Universidade Federal Fluminense
1:00pm – 4:00pmCourse
“A Gentle Introduction to Vulkan
for Rendering and Compute Workloads”
Université Côte d'Azure
Abstract:Join us and take your first steps with the Vulkan API, a modern and open graphics API from the Khronos Group. This Tutorial will cover the very basics but also more complex applications in the fields of real-time-rendering and GPGPU computing. No prior experience is required, though having some basic understanding will make the experience more fun. This tutorial will be presented in a lecture-only format and requires no active coding by the participants. As optional homework, participants are invited to also try out the educational Vulkan framework which was used during the Vulkanised 2023 tutorial to test their newly-acquired knowledge, as well as a separate suite of GPU compute coding tasks.
Lukas Lipp is a third-year Ph.D. Candidate at TU Wien. His area of research centers around both real-time and offline rendering, with a particular emphasis on differentiable rendering. Besides working on his own research framework which is based on Vulkan, he contributed to the development of a Vulkan programming framework used in an introductory graphics course at TU Wien as well as for a hands-on tutorial at the Vulkanised 2023 conference. He also gave lectures about Vulkan at university and at Vulkanised.
Bernhard Kerbl is a postdoc at Inria, Université Côte d'Azure in the GraphDeco group. He obtained his PhD from the Graz University of Technology, followed by a postdoc position at TU Wien. His past and current research focuses on point-based rendering, high-performance computing, differentiable rendering and novel-view synthesis. Bernhard has taught GPU programming lectures at several Austrian universities.
4:30pm – 5:30pmKeynote
“High Performance Graphics at Guerrilla,
an Art Director’s Perspective”
Jan-Bart van Beek
As Studio Art Director, Jan-Bart van Beek oversees the art and animation quality of all Guerrilla projects at both studios. A photography student at the Royal Academy of Fine Arts in The Hague, Jan-Bart turned to computer graphics software to enhance his work. After graduation he applied his knowledge as a CG artist in the field of advertising. His ambition to create something more enduring led him to join Guerrilla, where he quickly became the Lead Artist on Killzone and the Art Director on Killzone 2 and beyond, before taking on the roles of Studio Art Director on the Horizon franchise and Studio Director at Guerrilla.
Day 2 Select Session
4:25pm – 5:25pmKeynote
UC Santa Barbara
Lingqi Yan is an Assistant Professor of Computer Science at UC Santa Barbara, a co-director of the MIRAGE Lab, and affiliated faculty in the Four Eyes Lab. Lingqi strives to achieve photo-realistic rendering. His research focuses on physically-based rendering in both micro and macro ends, encompassing areas such as appearance modeling and representation, physical light transport theory, and real-time ray tracing practices. Lingqi's outstanding contributions have been recognized through various accolades, including the SIGGRAPH 2019 Outstanding Doctoral Dissertation Award and a SIGGRAPH 2022 Best Paper Honorable Mention.
Day 3 Select Sessions
11:05am – 11:30amHot3D
“Ray Tracing with Imagination:
From Caustic and Wizard to Photon”
Abstract: Imagination has been developing and producing ray tracing hardware for around 12 years. In this talk we will look back at some of the early work that started at Caustic Graphics, e.g. the Caustic 2500 accelerator card of 2013, moving through “Wizard/Plato” that was demonstrated circa 2015, and on to “Photon”, the latest technology we offer to our silicon partners. We will look at some of the principles that have remained in common but also examine a few of the differences that have evolved over the years.
1:30pm – 2:30pmKeynote
Tamy Boubekeur is a researcher in computer science, specialized in 3D computer graphics. He is currently a Lab Director and Senior Principal Research Scientist at Adobe Research, as well as a Professor at the Computer Science Department of Ecole Polytechnique, Institut Polytechnique de Paris. He is also a Professor (on leave) at Telecom Paris, Institut Polytechnique de Paris. He was previously the founder and head of the Computer Graphics Group at Telecom Paris and chief scientist at Allegorithmic. He was also an Associate Researcher at TU Berlin and a PhD student at INRIA. His lab at large works on 3D visual computing. His personal research areas focus on 3D Computer Graphics, with a special interest in Modeling, Rendering and Learning efficiently 3D data.