Program
Note: All coffee breaks and the meals explicitly listed below are catered by the conference and included in your registration fee, as supported by our generous donors. For the other meals, we encourage you to explore what the city of Lyon has to offer with your friends and colleagues, new or old.
Monday June 23
09:30 – 10:30: Registration
10:30 – 10:45: Opening Remarks
10:45 – 12:00: Graphics Systems
Session Chair: Philipp Slusallek (DFKI/Saarland University)
- Streaming G-Buffer Compression for Multi-Sample Anti-Aliasing
Ethan Kerzner, Marco Salvi - 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 - Register Efficient Memory Allocator for GPUs
Marek Vinkler, Vlastimil Havran
12:00 – 13:30: Lunch
13:30 – 14:20: Ray Tracing
Session Chair: Christophe Hery (Pixar)
- Reduced Precision for Hardware Ray Tracing in GPUs
Sean Keely - Exploiting Local Orientation Similarity for Efficient Ray Traversal of Hair and Fur
Sven Woop, Carsten Benthin, Ingo Wald, Gregory S. Johnson, Eric Tabellion
14:20 – 14:45: Coffee Break
14:45 – 16:00: Hot3D Session 1
Session Chair: Warren Hunt, Google
- Small Batch Solutions in the Mantle API
Guennadi Rigeur, AMD - Bandwidth-efficient Graphics with ARM Mali GPUs
Marius Bjørge, ARM - Chrome on Mobile @ 60 FPS
Sami Kyostila, Google
16:00 – 16:15: Coffee Break
16:15 – 17:30: Panel Discussion 1
Title: How Low Should We Go: Implications of the Trend Toward Thinner and Lower-Level Graphics APIs
Moderator: Kayvon Fatahalian, Carnegie Mellon University
Panelists: Marius Bjorge, ARM; Cass Everitt, Oculus; Sami Kyostila, Google; Dave McAllister, NVIDIA; Guennadi Riguer, AMD; and Philipp Slusallek, Saarland University
Tuesday June 24
09:00 – 10:00: Keynote Talk: Marcos Fajardo, CEO, Solid Angle
Title: How Ray Tracing Conquered Cinematic Rendering
Abstract: Monte Carlo path tracing is now the dominant rendering technique in film VFX, animated films, commercials and pre-rendered videogame intros. This marks the end of an era. In this talk I will provide some historical context on how studios transitioned from rasterization-based pipelines, describe the key benefits that motivated this transition, and discuss some of the challenges that still lie ahead in the never-ending quest for increased detail and visual realism.
Bio: Marcos is the founder of Solid Angle, where he leads the development of the Arnold path tracing renderer. Prior to that, Marcos was a visiting Software Architect at Sony Pictures Imageworks, a visiting researcher at USC’s Institute for Creative Technologies under the supervision of Dr. Paul Debevec, and also consulted at various CG studios around the world. Marcos is a frequent speaker at SIGGRAPH, FMX and EGSR. His favorite sushi is engawa.
10:00 – 10:30: Coffee Break
10:30 – 11:45: Image Processing
Session Chair: Samuli Laine (NVIDIA)
- A Fast and Stable Feature-Aware Motion Blur Filter
Jean-Philippe Guertin, Morgan McGuire, Derek Nowrouzezahrai - Fast ANN for High-Quality Collaborative Filtering
Yun-Ta Tsai, Markus Steinberger, Dawid Pająk, Kari Pulli - SegTC: Fast Texture Compression using Image Segmentation
Pavel Krajcevski, Dinesh Manocha
11:45 – 13:30: Lunch & HPG Town Hall
13:30 – 14:45: Hot3D Session 2
Session Chair: Michael Doggett, Lund University
- NVIDIA’s Tegra K1: Bringing the Complete GPU Experience to Mobile Platforms
Steve Molnar, NVIDIA - Oculus DK2 and Latency Mitigation for Virtual Reality
Cass Everitt, Oculus - NVIDIA IndeX – GPU-Cluster Aware Software Solution for Interactive Visual Computing of Large-Scale Data
Christopher Lux, Marc Nienhaus, NVIDIA
14:45 – 15:45: Coffee Break & Poster Session
- Improving Ray Traversal for Wide BVHs
T. Schiffer and D. W. Fellner - Efficient Ray Generation Scheme for Ray Tracing
Kyungsu Kim and Jaewoong Lee - Ray Tracing Irregularly Distributed Samples on Multiple
GPUs
Takahiro Harada, Masahiro Fujita - LSGL: Large Scale Graphics Library for Peta-Scale
Computing Environments
M. Fujita, J. Nonaka, and K. Ono - Surface Virtual Point Lights
Yu-Jung Chen, Chen-Yu Yen, and Shao-Yi Chien
15:45 – 17:00: Collisions and Proximity
Session Chair: Vlastimil Havran (Czech Technical University in Prague)
- Out-of-Core Proximity Computation for Particle-based Fluid Simulations
Duksu Kim, Myung-Bae Son, Young J. Kim, Jeong-Mo Hong, Sungeui Yoon - Real-Time Deformation of Subdivision Surfaces from Object Collisions
Henry Schäfer, Benjamin Keinert, Matthias Nießner, Christoph Buchenau, Michael Guthe, Marc Stamminger - High-performance Delaunay triangulation for many-core computers
Valentin Fuetterling, Carsten Lojewski, Franz-Josef Pfreundt
Evening Banquet
Please join us at the Château d’Envaux for the High-Performance Graphics banquet.
Wednesday June 25
09:00 – 10:15: Rendering
Session Chair: Anselmo Lastra (University of North Carolina at Chapel Hill)
- Interactive Rendering of Giga-Particle Liquid Simulations
Florian Reichl, Matthäus Chajdas, Jens Schneider, Rüdiger Westermann - Layered Reflective Shadow Maps for Voxel-based Indirect Illumination
Masamichi Sugihara, Randall Rauwendaal, Marco Salvi - High-Performance Rendering of Realistic Cumulus Clouds using Pre-computed Lighting
Egor Yusov
10:15 – 10:45: Coffee Break
10:45 – 11:45: Invited Speaker: Christopher Evans, Art Technical Director, Crytek Frankfurt
Title: Moving Towards Cinematic Real-time Engines: Crytek’s Ryse
11:45 – 12:45: Lunch
12:45 – 13:15: Best Paper Presentation & Closing Remarks
13:15 – 13:45: Break
13:45 – 14:00: EGSR Opening Remarks
HPG attendees are encouraged to attend.
14:00 – 15:00: Joint HPG/EGSR Keynote Talk: Tomas Akenine-Möller, Lund University
Title: The ART of Stochastic Rasterization
Abstract: In this keynote presentation, I will present an overview of recent advances in stochastic rasterization, initially aimed at rendering correct motion blur and depth of field with rasterization-based approaches. One goal is to reveal bits of information about higher-dimensional rasterization that are not often easily extracted from papers. I will use an interactive presentation, and talk about possible hardware modifications as well as what can be done on contemporary graphics processors.
Bio: Tomas Akenine-Möller is a professor in computer graphics at Lund University since 2007. He is a co-author of Real-Time Rendering with Eric Haines and Naty Hoffman, and he has also co-authored a bunch of journal and conference papers. Currently, he is working part time in the Advanced Rendering Technology group at Intel and the other part at Lund University. His research interests include everything concerning graphics processors and ray tracing-based methods.