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)
- Stochastic Lightcuts
Cem Yuksel - Real-Time Analytic Antialiased Text for 3-D Environments
Apollo Ellis, Warren Hunt, John Hart - Distortion-Free Displacement Mapping
Tobias Zirr, Tobias Ritschel
Test-Of-Time 2010 Award
- Task Management for Irregular-Parallel Workloads on the GPU
Stanley Tzeng, Anjul Patney, John D. Owens - HLBVH: Hierarchical LBVH Construction for Real-Time Ray Tracing of Dynamic Geometry
Jacopo Pantaleoni, David Luebke
HPG 2018
Wolfgang Straßer Award (Best Paper)
- High-Performance By-Example Noise using a Histogram-Preserving Blending Operator
Eric Heitz, Fabrice Neyret - Gradient Estimation for Real-Time Adaptive Temporal Filtering
Christoph Schied, Christoph Peters, Carsten Dachsbacher - View-Region Optimized Image-Based Scene Simplification
Puneet Lall, Silviu Borac, Dave Richardson, Matt Pharr, Manfred Ernst
Test-Of-Time 2009 Award
- Understanding the Efficiency of Ray Traversal on GPUs
Timo Aila, Samuli Laine
HPG 2017
Wolfgang Straßer Award (Best Paper)
- 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 - Exploiting Budan-Fourier and Vincent’s Theorems for Ray Tracing 3D Bézier Curves
Alexander Reshetov, David Luebke
Test-Of-Time 2007 & 2008 Awards
- Scan Primitives for GPU Computing
Shubhabrata Sengupta, Mark Harris, Yao Zhang, John D. Owens - On fast Construction of SAH-based Bounding Volume Hierarchies
Ingo Wald - Realtime Ray Tracing on GPU with BVH-based Packet Traversal
Johannes Günther, Stefan Popov, Hans-Peter Seidel, Philipp Slusallek - All-pairs Shortest-paths for Large Graphs on the GPU
Gary J. Katz, Joseph T. Kider, Jr
HPG 2016
Wolfgang Straßer Award (Best Paper)
- Filtering Distributions of Normals for Shading Antialiasing
Anton S. Kaplanyan, Stephen Hill, Anjul Patney, and Aaron Lefohn - Exploring and Expanding the Continuum of OIT Algorithms
Chris Wyman - Comparison of Projection Methods for Rendering Virtual Reality
Robert Toth, Tomas Akenine-Möller, and Jim Nilsson
HPG 2015
Wolfgang Straßer Award (Best Paper)
- Efficient Ray Tracing of Subdivision Surfaces using Tessellation Caching
Carsten Benthin, Sven Woop, Matthias Nießner, Kai Selgrad, and Ingo Wald - Morton Integrals for High Speed Geometry Simplification
Hélène Legrand and Tamy Boubekeur - 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
- Perception of Highlight Disparity at a Distance in Consumer Head-Mounted Displays
Test-Of-Time 2006 Award
- On Building kd-Trees for Ray Tracing, and on doing that in O(N log N)
Ingo Wald, Vlastimil Havran - Ray Tracing on the CELL processor
Carsten Benthin, Ingo Wald, Michael Scherbaum, Heiko Friedrich - RT-DEFORM: Interactive Ray Tracing of Dynamic Scenes using BVHs
Christian Lauterbach, Sung-eui Yoon, David Tuft, Dinesh Manocha
HPG 2014
- Fast ANN for High-Quality Collaborative Filtering
Yun-Ta Tsai, Markus Steinberger, Dawid Pająk, Kari Pulli - Reduced Precision for Hardware Ray Tracing in GPUs
Sean Keely - 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
- On Quality Metrics of Bounding Volume Hierarchies
Timo Aila, Tero Karras, Samuli Laine - Megakernels Considered Harmful: Wavefront Path Tracing on GPUs
Samuli Laine, Tero Karras, Timo Aila - Fast Parallel Construction of High-Quality Bounding Volume Hierarchies
Tero Karras, Timo Aila
HPG 2012
- Representing Appearance and Pre-filtering Subpixel Data in Sparse Voxel Octrees
Eric Heitz, Fabrice Neyret - Maximizing Parallelism in the Construction of BVHs, Octrees and k-d Trees
Tero Karras - Adaptive Image Space Shading for Motion and Defocus Blur
Karthik Vaidyanathan, Robert Toth, Marco Salvi, Solomon Boulos, Aaron Lefohn
HPG 2011
- High-Performance Software Rasterization on GPUs
Samuli Laine, Tero Karras - Adaptive Transparency
Marco Salvi, Jefferson Montgomery, Aaron Lefohn - Voxelized Shadow Volumes
Chris Wyman
HPG 2010
- Ambient Occlusion Volumes
Morgan McGuire - Real-time Stochastic Rasterization on Conventional GPU Architectures
Morgan McGuire, Eric Enderton, Peter Shirley, David Luebke - Edge Avoiding A-Torus Wavelet Transform for Fast Global Illumination Filtering
Holger Dammertz, Daniel Sewtz, Johannes Hanika, Hendrik Lensch
HPG 2009
- Data-Parallel Rasterization of Micropolygons with Defocus and Motion Blur
Kayvon Fatahalian, Edward Luong, Solomon Boulos, Kurt Akeley, William R. Mark, Pat Hanrahan - Hardware-Accelerated Global Illumination by Image Space Photon Mapping
Morgan McGuire and David Luebke - Understanding the Efficiency of Ray Traversal on GPUs.
Timo Aila and Samuli Laine
Graphics Hardware
GH 2008
- A Hardware Processing Unit for Point Sets
Simon Heinzle, Gael Guennebaud, Mario Botsch, and Markus Gross - Floating-Point Buffer Compression in a Unified Codec Architecture
Jacob Strom, Per Wennersten, Jim Rasmusson, Jon Hasselgren, Jacob Munkberg, Petrik Clarberg, Tomas Akenine-Möller - 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
- Photon Mapping on Programmable Graphics Hardware
Timothy J. Purcell, Craig Donner, Mike Cammarano, Henrik Wann Jensen, Pat Hanrahan - 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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