High-Performance Graphics 2014

Permanent URI for this collection

Lyon, France

BibTeX (High-Performance Graphics 2014)
@inproceedings{
10.2312:hpg.20141088,
https::/diglib.eg.org:443/handle/10.2312/hpg.20141088,
booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on High Performance Graphics},
editor = {
Ingo Wald and Jonathan Ragan-Kelley
}, title = {{
Streaming G-Buffer Compression for Multi-Sample Anti-Aliasing}},
author = {
Kerzner, Ethan
 and
Salvi, Marco
}, year = {
2014},
publisher = {
The Eurographics Association},
ISSN = {2079-8679},
ISBN = {978-3-905674-60-6},
DOI = {
10.2312/hpg.20141088}
https://diglib.eg.org:443/handle/10.2312/hpg.20141088}
}
@inproceedings{
10.2312:hpg.20141090,
https::/diglib.eg.org:443/handle/10.2312/hpg.20141090,
booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on High Performance Graphics},
editor = {
Ingo Wald and Jonathan Ragan-Kelley
}, title = {{
Register Efficient Memory Allocator for GPUs}},
author = {
Vinkler, Marek
 and
Vlastimil, Havran
}, year = {
2014},
publisher = {
The Eurographics Association},
ISSN = {2079-8679},
ISBN = {978-3-905674-60-6},
DOI = {
10.2312/hpg.20141090}
https://diglib.eg.org:443/handle/10.2312/hpg.20141090}
}
@inproceedings{
10.2312:hpg.20141089,
https::/diglib.eg.org:443/handle/10.2312/hpg.20141089,
booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on High Performance Graphics},
editor = {
Ingo Wald and Jonathan Ragan-Kelley
}, title = {{
Coarse Pixel Shading}},
author = {
Vaidyanathan, Karthik
 and
Salvi, Marco
 and
Janczak, Tomasz
 and
Lefohn, Aaron
 and
Toth, Robert
 and
Foley, Tim
 and
Akenine-Möller, Tomas
 and
Nilsson, Jim
 and
Munkberg, Jacob
 and
Hasselgren, Jon
 and
Sugihara, Masamichi
 and
Clarberg, Petrik
}, year = {
2014},
publisher = {
The Eurographics Association},
ISSN = {2079-8679},
ISBN = {978-3-905674-60-6},
DOI = {
10.2312/hpg.20141089}
https://diglib.eg.org:443/handle/10.2312/hpg.20141089}
}
@inproceedings{
10.2312:hpg.20141091,
https::/diglib.eg.org:443/handle/10.2312/hpg.20141091,
booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on High Performance Graphics},
editor = {
Ingo Wald and Jonathan Ragan-Kelley
}, title = {{
Reduced Precision for Hardware Ray Tracing in GPUs}},
author = {
Keely, Sean
}, year = {
2014},
publisher = {
The Eurographics Association},
ISSN = {2079-8679},
ISBN = {978-3-905674-60-6},
DOI = {
10.2312/hpg.20141091}
https://diglib.eg.org:443/handle/10.2312/hpg.20141091}
}
@inproceedings{
10.2312:hpg.20141092,
https::/diglib.eg.org:443/handle/10.2312/hpg.20141092,
booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on High Performance Graphics},
editor = {
Ingo Wald and Jonathan Ragan-Kelley
}, title = {{
Exploiting Local Orientation Similarity for Efficient Ray Traversal of Hair and Fur}},
author = {
Woop, Sven
 and
Benthin, Carsten
 and
Wald, Ingo
 and
Johnson, Gregory S.
 and
Tabellion, Eric
}, year = {
2014},
publisher = {
The Eurographics Association},
ISSN = {2079-8679},
ISBN = {978-3-905674-60-6},
DOI = {
10.2312/hpg.20141092}
https://diglib.eg.org:443/handle/10.2312/hpg.20141092}
}
@inproceedings{
10.2312:hpg.20141093,
https::/diglib.eg.org:443/handle/10.2312/hpg.20141093,
booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on High Performance Graphics},
editor = {
Ingo Wald and Jonathan Ragan-Kelley
}, title = {{
A Fast and Stable Feature-Aware Motion Blur Filter}},
author = {
Guertin, Jean-Philippe
 and
McGuire, Morgan
 and
Nowrouzezahrai, Derek
}, year = {
2014},
publisher = {
The Eurographics Association},
ISSN = {2079-8679},
ISBN = {978-3-905674-60-6},
DOI = {
10.2312/hpg.20141093}
https://diglib.eg.org:443/handle/10.2312/hpg.20141093}
}
@inproceedings{
10.2312:hpg.20141094,
https::/diglib.eg.org:443/handle/10.2312/hpg.20141094,
booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on High Performance Graphics},
editor = {
Ingo Wald and Jonathan Ragan-Kelley
}, title = {{
Fast ANN for High-Quality Collaborative Filtering}},
author = {
Tsai, Yun-Ta
 and
Steinberger, Markus
 and
Pajak, Dawid
 and
Pulli, Kari
}, year = {
2014},
publisher = {
The Eurographics Association},
ISSN = {2079-8679},
ISBN = {978-3-905674-60-6},
DOI = {
10.2312/hpg.20141094}
https://diglib.eg.org:443/handle/10.2312/hpg.20141094}
}
@inproceedings{
10.2312:hpg.20141095,
https::/diglib.eg.org:443/handle/10.2312/hpg.20141095,
booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on High Performance Graphics},
editor = {
Ingo Wald and Jonathan Ragan-Kelley
}, title = {{
SegTC: Fast Texture Compression using Image Segmentation}},
author = {
Krajcevski, Pavel
 and
Manocha, Dinesh
}, year = {
2014},
publisher = {
The Eurographics Association},
ISSN = {2079-8679},
ISBN = {978-3-905674-60-6},
DOI = {
10.2312/hpg.20141095}
https://diglib.eg.org:443/handle/10.2312/hpg.20141095}
}
@inproceedings{
10.2312:hpg.20141096,
https::/diglib.eg.org:443/handle/10.2312/hpg.20141096,
booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on High Performance Graphics},
editor = {
Ingo Wald and Jonathan Ragan-Kelley
}, title = {{
Out-of-Core Proximity Computation for Particle-based Fluid Simulations}},
author = {
Kim, Duksu
 and
Son, Myung-Bae
 and
Kim, Young J.
 and
Hong, Jeong-Mo
 and
Yoon, Sung-eui
}, year = {
2014},
publisher = {
The Eurographics Association},
ISSN = {2079-8679},
ISBN = {978-3-905674-60-6},
DOI = {
10.2312/hpg.20141096}
https://diglib.eg.org:443/handle/10.2312/hpg.20141096}
}
@inproceedings{
10.2312:hpg.20141097,
https::/diglib.eg.org:443/handle/10.2312/hpg.20141097,
booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on High Performance Graphics},
editor = {
Ingo Wald and Jonathan Ragan-Kelley
}, title = {{
Real-Time Deformation of Subdivision Surfaces from Object Collisions}},
author = {
Schäfer, Henry
 and
Keinert, Benjamin
 and
Nießner, Matthias
 and
Buchenau, Christoph
 and
Guthe, Michael
 and
Stamminger, Marc
}, year = {
2014},
publisher = {
The Eurographics Association},
ISSN = {2079-8679},
ISBN = {978-3-905674-60-6},
DOI = {
10.2312/hpg.20141097}
https://diglib.eg.org:443/handle/10.2312/hpg.20141097}
}
@inproceedings{
10.2312:hpg.20141098,
https::/diglib.eg.org:443/handle/10.2312/hpg.20141098,
booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on High Performance Graphics},
editor = {
Ingo Wald and Jonathan Ragan-Kelley
}, title = {{
High-Performance Delaunay Triangulation for Many-Core Computers}},
author = {
Fuetterling, Valentin
 and
Lojewski, Carsten
 and
Pfreundt, Franz-Josef
}, year = {
2014},
publisher = {
The Eurographics Association},
ISSN = {2079-8679},
ISBN = {978-3-905674-60-6},
DOI = {
10.2312/hpg.20141098}
https://diglib.eg.org:443/handle/10.2312/hpg.20141098}
}
@inproceedings{
10.2312:hpg.20141099,
https::/diglib.eg.org:443/handle/10.2312/hpg.20141099,
booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on High Performance Graphics},
editor = {
Ingo Wald and Jonathan Ragan-Kelley
}, title = {{
Interactive Rendering of Giga-Particle Fluid Simulations}},
author = {
Reichl, Florian
 and
Chajdas, Matthäus G.
 and
Schneider, Jens
 and
Westermann, Rüdiger
}, year = {
2014},
publisher = {
The Eurographics Association},
ISSN = {2079-8679},
ISBN = {978-3-905674-60-6},
DOI = {
10.2312/hpg.20141099}
https://diglib.eg.org:443/handle/10.2312/hpg.20141099}
}
@inproceedings{
10.2312:hpg.20141100,
https::/diglib.eg.org:443/handle/10.2312/hpg.20141100,
booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on High Performance Graphics},
editor = {
Ingo Wald and Jonathan Ragan-Kelley
}, title = {{
Layered Reflective Shadow Maps for Voxel-based Indirect Illumination}},
author = {
Sugihara, Masamichi
 and
Rauwendaal, Randall
 and
Salvi, Marco
}, year = {
2014},
publisher = {
The Eurographics Association},
ISSN = {2079-8679},
ISBN = {978-3-905674-60-6},
DOI = {
10.2312/hpg.20141100}
https://diglib.eg.org:443/handle/10.2312/hpg.20141100}
}
@inproceedings{
10.2312:hpg.20141101,
https::/diglib.eg.org:443/handle/10.2312/hpg.20141101,
booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on High Performance Graphics},
editor = {
Ingo Wald and Jonathan Ragan-Kelley
}, title = {{
High-Performance Rendering of Realistic Cumulus Clouds Using Pre-computed Lighting}},
author = {
Yusov, Egor
}, year = {
2014},
publisher = {
The Eurographics Association},
ISSN = {2079-8679},
ISBN = {978-3-905674-60-6},
DOI = {
10.2312/hpg.20141101}
https://diglib.eg.org:443/handle/10.2312/hpg.20141101}
}

Browse

Recent Submissions

Now showing 1 - 14 of 14
  • Item
    Streaming G-Buffer Compression for Multi-Sample Anti-Aliasing
    (The Eurographics Association, 2014) Kerzner, Ethan; Salvi, Marco; Ingo Wald and Jonathan Ragan-Kelley
    We present a novel lossy compression algorithm for G-buffers that enables deferred shading applications with high visibility sampling rates. Our streaming compression method operates in a single geometry rendering pass with a fixed, but scalable, amount of per pixel memory. We demonstrate reduced memory requirements and improved performance, with minimal impact on image quality.
  • Item
    Register Efficient Memory Allocator for GPUs
    (The Eurographics Association, 2014) Vinkler, Marek; Vlastimil, Havran; Ingo Wald and Jonathan Ragan-Kelley
    We compare four existing dynamic memory allocators optimized for GPUs and show their strengths and weaknesses. In the measurements we use three generic evaluation tests proposed in the literature and add one with a real workload where dynamic memory allocation is used for building the kd-tree data structure. Following the performance analysis we propose a new dynamic memory allocator and its variants that address the limitations of the existing dynamic memory allocators. The new dynamic memory allocator uses few resources and is targeted towards large and variably sized memory allocations on massively parallel hardware architectures.
  • Item
    Coarse Pixel Shading
    (The Eurographics Association, 2014) Vaidyanathan, Karthik; Salvi, Marco; Toth, Robert; Foley, Tim; Akenine-Möller, Tomas; Nilsson, Jim; Munkberg, Jacob; Hasselgren, Jon; Sugihara, Masamichi; Clarberg, Petrik; Janczak, Tomasz; Lefohn, Aaron; Ingo Wald and Jonathan Ragan-Kelley
    We present a novel architecture for flexible control of shading rates in a GPU pipeline, and demonstrate substantially reduced shading costs for various applications. We decouple shading and visibility by restricting and quantizing shading rates to a finite set of screen-aligned grids, leading to simpler and fewer changes to the GPU pipeline compared to alternative approaches. Our architecture introduces different mechanisms for programmable control of the shading rate, which enables efficient shading in several scenarios, e.g., rendering for high pixel density displays, foveated rendering, and adaptive shading for motion and defocus blur. We also support shading at multiple rates in a single pass, which allows the user to compute different shading terms at rates better matching their frequency content.
  • Item
    Reduced Precision for Hardware Ray Tracing in GPUs
    (The Eurographics Association, 2014) Keely, Sean; Ingo Wald and Jonathan Ragan-Kelley
    We propose a high performance, GPU integrated, hardware ray tracing system. We present and make use of a new analysis of ray traversal in axis aligned bounding volume hierarchies. This analysis enables compact traversal hardware through the use of reduced precision arithmetic. We also propose a new cache based technique for scheduling ray traversal. With the addition of our compact fixed function traversal unit and cache mechanism, we show that current GPU architectures are well suited for hardware accelerated ray tracing, requiring only small modifications to provide high performance. By making use of existing GPU resources we are able to keep all rays and scheduling traffic on chip and out of caches. We used simulations to estimate the performance of our architecture. Our system achieves an average ray rate of 3.4 billion rays per second while path tracing our test scenes.
  • Item
    Exploiting Local Orientation Similarity for Efficient Ray Traversal of Hair and Fur
    (The Eurographics Association, 2014) Woop, Sven; Benthin, Carsten; Wald, Ingo; Johnson, Gregory S.; Tabellion, Eric; Ingo Wald and Jonathan Ragan-Kelley
    Hair and fur typically consist of a large number of thin, curved, and densely packed strands which are difficult to ray trace efficiently. A tight fitting spatial data structure, such as a bounding volume hierarchy (BVH), is needed to quickly determine which hair a ray hits. However, the large number of hairs can yield a BVH with a large memory footprint (particularly when hairs are pre-tessellated), and curved or diagonal hairs cannot be tightly bounded within axis aligned bounding boxes. In this paper, we describe an approach to ray tracing hair and fur with improved efficiency, by combining parametrically defined hairs with a BVH that uses both axis-aligned and oriented bounding boxes. This BVH exploits similarity in the orientation of neighboring hairs to increase ray culling efficiency compared to purely axis-aligned BVHs. Our approach achieves about 2× the performance of ray tracing pre-tessellated hair models, while requiring significantly less memory.
  • Item
    A Fast and Stable Feature-Aware Motion Blur Filter
    (The Eurographics Association, 2014) Guertin, Jean-Philippe; McGuire, Morgan; Nowrouzezahrai, Derek; Ingo Wald and Jonathan Ragan-Kelley
    High-quality motion blur is an increasingly important effect in interactive graphics however, even in the context of offline rendering, it is often approximated as a post process. Recent motion blur post-processes (e.g., [MHBO12, Sou13]) generate plausible results with interactive performance, however distracting artifacts still remain in the presence of e.g. overlapping motion or large- and fine-scale motion features.We address these artifacts with a more robust sampling and filtering scheme with only a small additional runtime cost. We render plausible, temporallycoherent motion blur on several complex animation sequences, all in under 2ms at a resolution 1280 x 720. Moreover, our filter is designed to integrate seamlessly with post-process anti-aliasing and depth of field.
  • Item
    Fast ANN for High-Quality Collaborative Filtering
    (The Eurographics Association, 2014) Tsai, Yun-Ta; Steinberger, Markus; Pajak, Dawid; Pulli, Kari; Ingo Wald and Jonathan Ragan-Kelley
    Collaborative filtering collects similar patches, jointly filters them, and scatters the output back to input patches; each pixel gets a contribution from each patch that overlaps with it, allowing signal reconstruction from highly corrupted data. Exploiting self-similarity, however, requires finding matching image patches, which is an expensive operation. We propose a GPU-friendly approximated-nearest-neighbor algorithm that produces high-quality results for any type of collaborative filter. We evaluate our ANN search against state-of-the-art ANN algorithms in several application domains. Our method is orders of magnitudes faster, yet provides similar or higher-quality results than the previous work.
  • Item
    SegTC: Fast Texture Compression using Image Segmentation
    (The Eurographics Association, 2014) Krajcevski, Pavel; Manocha, Dinesh; Ingo Wald and Jonathan Ragan-Kelley
    Fast, high quality texture compression is becoming increasingly important for interactive applications and mobile GPUs. Modern high-quality compression formats define sets of pre-existing block partitions that allow disjoint subsets of pixels to be compressed independently. Efficient encoding algorithms must choose the best partitioning that fits the data being compressed. In this paper, we describe a new method for selecting the best partition for a given block by segmenting the entire image into superpixels prior to compression. We use the segmentation boundaries to determine a partitioning for each block and then use this partitioning to select the closest matching predefined partitioning. Using our method for BPTC compression results in up to 6x speed-up over prior methods while maintaining comparable visual quality.
  • Item
    Out-of-Core Proximity Computation for Particle-based Fluid Simulations
    (The Eurographics Association, 2014) Kim, Duksu; Son, Myung-Bae; Kim, Young J.; Hong, Jeong-Mo; Yoon, Sung-eui; Ingo Wald and Jonathan Ragan-Kelley
    To meet the demand of higher realism, a high number of particles are used for particle-based fluid simulations, resulting in various out-of-core issues. In this paper, we present an out-of-core proximity computation, especially, e-Nearest Neighbor (e-NN) search, commonly used for particle-based fluid simulations, to handle such big data sets consisting of tens of millions of particles. Specifically, we identify a maximal work set that a GPU can process efficiently in an in-core mode. As a main technical component, we compute a memory footprint for processing a given work set based on our expectation model of the number of neighbors of particles. Our method can naturally utilize heterogeneous computing resources such as CPUs and GPUs, and has been applied to large-scale fluid simulations based on smoothed particle hydrodynamics. We have demonstrated that our method handles up to 65 M particles and processes up to 15 M e-NN queries per second by using two CPUs and a GPU, which has only 3 GB video memory. This result is up to 51× higher performance than a single CPU-core version for the out- of-core case. This high performance for large-scale data given a limited video memory space is achieved mainly thanks to the high accuracy of our memory estimation method.
  • Item
    Real-Time Deformation of Subdivision Surfaces from Object Collisions
    (The Eurographics Association, 2014) Schäfer, Henry; Keinert, Benjamin; Nießner, Matthias; Buchenau, Christoph; Guthe, Michael; Stamminger, Marc; Ingo Wald and Jonathan Ragan-Kelley
    We present a novel real-time approach for fine-scale surface deformations resulting from collisions. Deformations are represented by a high-resolution displacement function. When two objects collide, these offsets are updated directly on the GPU based on a dynamically generated binary voxelization of the overlap region. Consequently, we can handle collisions with arbitrary animated geometry. Our approach runs entirely on the GPU, avoiding costly CPU-GPU memory transfer and exploiting the GPU's computational power. Surfaces are rendered with the hardware tessellation unit, allowing for adaptively-rendered, high-frequency surface detail. Ultimately, our algorithm enables fine-scale surface deformations from geometry impact with very little computational overhead, running well below a millisecond even in complex scenes. As our results demonstrate, our approach is ideally suited to many real-time applications such as video games and authoring tools.
  • Item
    High-Performance Delaunay Triangulation for Many-Core Computers
    (The Eurographics Association, 2014) Fuetterling, Valentin; Lojewski, Carsten; Pfreundt, Franz-Josef; Ingo Wald and Jonathan Ragan-Kelley
    We present an efficient implementation of a Dwyer-style Delaunay triangulation algorithm that runs in O(N) expected time. An implicit quad-tree is constructed directly from the floating point bit patterns of the input points by sorting the corresponding Morton codes with a radix sorting procedure. This unique structure adapts elegantly to any (non-)uniform distribution of input points and increases the accuracy of the merging calculations by grouping floating point values with similar bit patterns. Our implementation allows for easy parallelization and we demonstrate a record construction speed of one Billion Delaunay triangles in just 8s on a many-core SMP machine.
  • Item
    Interactive Rendering of Giga-Particle Fluid Simulations
    (The Eurographics Association, 2014) Reichl, Florian; Chajdas, Matthäus G.; Schneider, Jens; Westermann, Rüdiger; Ingo Wald and Jonathan Ragan-Kelley
    We describe the design of an interactive rendering system for particle-based fluid simulations comprising hundreds of millions of particles per time step. We present a novel binary voxel representation for particle positions in combination with random jitter to drastically reduce memory and bandwidth requirements. To avoid a time-consuming preprocess and restrict the workload to what is seen, the construction of this representation is embedded into frontto- back GPU ray-casting. For high speed rendering, we ray-cast spheres and extend on total-variation-based image de-noising models to smooth the fluid surface according to data specific boundary conditions. The regular voxel structure permits highly efficient ray-sphere intersection testing as well as classification of foam particles at runtime on the GPU. Foam particles are rendered volumetrically by reconstructing densities from the binary representation on-the-fly. The particular design of our system allows scrubbing through high-resolution animated fluids at interactive rates.
  • Item
    Layered Reflective Shadow Maps for Voxel-based Indirect Illumination
    (The Eurographics Association, 2014) Sugihara, Masamichi; Rauwendaal, Randall; Salvi, Marco; Ingo Wald and Jonathan Ragan-Kelley
    We introduce a novel voxel-based algorithm that interactively simulates both diffuse and glossy single-bounce indirect illumination. Our algorithm generates high quality images similar to the reference solution while using only a fraction of the memory of previous methods. The key idea in our work is to decouple occlusion data, stored in voxels, from lighting and geometric data, encoded in a new per-light data structure called layered reflective shadow maps (LRSMs). We use voxel cone tracing for visibility determination and integrate outgoing radiance by performing lookups in a pre-filtered LRSM. Finally we demonstrate that our simple data structures are easy to implement and can be rebuilt every frame to support both dynamic lights and scenes.
  • Item
    High-Performance Rendering of Realistic Cumulus Clouds Using Pre-computed Lighting
    (The Eurographics Association, 2014) Yusov, Egor; Ingo Wald and Jonathan Ragan-Kelley
    We present a new method for rendering realistic cumulus clouds in real time. The clouds in our approach consist of randomly rotated and scaled copies of a single reference particle. During the pre-processing, we pre-compute optical depth, single and multiple scattering inside the reference particle for every camera position, orientation and light direction, and store the information in the look-up tables. At run time, information from the look-up tables is used to compute the cloud shading, avoiding any ray marching or slicing. To control the level of detail, we introduce a new technique which provides high fidelity for close clouds while using a coarse representation for distant regions. In addition to this, we present a new method for blending particles. Compared to traditional alpha-blending, this method produces more accurate visual results by accounting for volumetric intersection. The method merges collection of individual particles into a continuous medium, and also eliminates temporal artifacts. Our technique is able to produce realistic images at high frame rates.