High Performance Graphics 2013

Anaheim, California | July 19-21, 2013

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

  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