Best paper

High-Performance Graphics

HPG 2025

Wolfgang Straßer Award (Best Paper)

  1. Spherical Harmonic Exponentials for Efficient Glossy Reflections Ari Silvennoinen, Peter-Pike Sloan, Michal Iwanicki, Derek Nowrouzezahrai
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  2. Real-Time GPU Tree Generation Bastian Kuth, Max Oberberger, Carsten Faber, Pirmin Pfeifer, Seyedmasih Tabaei, Dominik Baumeister, Quirin Meyer
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  3. Hardware Accelerated Neural Block Texture Compression with Cooperative Vectors Laurent Belcour, Anis Benyoub
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Steven G. Parker Test of Time 2015 Award

  1. Bounding volume hierarchy optimization through agglomerative treelet restructuring Leonardo R. Domingues, Helio Pedrini

  2. An adaptive acceleration structure for screen-space ray tracing Sven Widmer, Dawid Pająk, Andre Schulz, Kari Antero Pulli, Jan Kautz, Michael Goesele, David Patrick Luebke

  3. Efficient ray tracing of subdivision surfaces using tessellation caching Carsten Benthin, Sven Woop, Matthias Nießner, Kai Selgrad, Ingo Wald

HPG 2024

Wolfgang Straßer Award (Best Paper)

  1. Real-Time Procedural Generation with GPU Work Graphs Bastian Kuth, Max Oberberger, Carsten Faber, Dominik Baumeister, Matthäus Chajdas, Quirin Meyer
  2. H-PLOC Hierarchical Parallel Locally-Ordered Clustering for Bounding Volume Hierarchy Construction Carsten Benthin, Daniel Meister, Joshua Barczak, Rohan Mehalwal, John Tsakok, Andrew Kensler
  3. GPU-friendly Stroke Expansion Raph Levien, Arman Uguray

Steven G. Parker Test of Time 2014 Award

  1. 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
  2. Reduced Precision for Hardware Ray Tracing in GPUs Sean Keely
  3. A Fast and Stable Feature-Aware Motion Blur Filter Jean-Philippe Guertin, Morgan McGuire, Derek Nowrouzezahrai

HPG 2023

Wolfgang Straßer Award (Best Paper)

  1. Real-Time Rendering of Glinty Appearance using Distributed Binomial Laws on Anisotropic Grids Thomas Deliot, Laurent Belcour
  2. Sampling Visible GGX Normals with Spherical Caps Jonathan Dupuy, Anis Benyoub
  3. Edge-Friend: Fast and Deterministic Catmull-Clark Subdivision Surfaces Bastian Kuth, Max Oberberger, Matthäus Chajdas, Quirin Meyer

Test-Of-Time 2013 Award

  1. Fast Parallel Construction of High-Quality Bounding Volume Hierarchies Tero Karras, Timo Aila
  2. Megakernels Considered Harmful: Wavefront Path Tracing on GPUs Samuli Laine, Tero Karras, Timo Aila
  3. SGRT: A Mobile GPU Architecture for Real-Time Ray Tracing Won-Jong Lee, Youngsam Shin, Jaedon Lee, Jin-Woo Kim, Jae-Ho Nah, Seokyoon Jung, Shihwa Lee, Hyun-Sang Park, Tack-Don Han

HPG 2022

Wolfgang Straßer Award (Best Paper)

  1. Software Rasterization of 2 Billion Points in Real Time Makus Schütz, Bernhard Kerbl, Michael Wimmer
  2. Data Parallel Path Tracing with Object Hierarchies Ingo Wald, Steven Parker
  3. Tie:
    • Virtual Blue Noise Lighting Tianyu Li, Wenyou Wang, Daqi Lin, Cem Yuksel
    • Better Fixed-Point Filtering with Averaging Trees Andrew Adams, Dillon Sharlet

Test-Of-Time 2012 Award

  1. Maximizing Parallelism in the Construction of BVHs, Octrees and k-d Trees Tero Karras
  2. Adaptive Scalable Texture Compression Jörn Nystad, Anders Lassen, Andy Pomianowski (AMD), Sean Ellis, Tom Olson
  3. Clustered Deferred and Forward Shading Ola Olsson, Markus Billeter, Ulf Assarsson

HPG 2021

Wolfgang Straßer Award (Best Paper)

  1. Vertex-Blend Attribute Compression Bastian Kuth, Quirin Meyer
  2. Tie:
    • Hardware Adaptive High Order Interpolation for Real-Time Graphics Daqi Lin, Larry Seiler, Cem Yuksel
    • . A Halfedge Refinement Rule for Parallel Catmull-Clark Subdivision Jonathan Dupuy, Kenneth Vanhoey

HPG 2020

Wolfgang Straßer Award (Best Paper)

  1. Efficient Adaptive Deferred Shading with Hardware Scatter Tiles Agatha Mallett, Cem Yuksel, Larry Seiler
  2. High-Performance Image Filters via Sparse Approximations Kersten Schuster, Philip Trettner, Leif Kobbelt
  3. FLIP: A Difference Evaluator for Alternating Images Pontus Andersson, Jim Nilsson, Tomas Akenine-Möller, Magnus Oskarsson, Kalle Åström, Mark D. Fairchild

Test-Of-Time 2011 Award

  1. Simpler and faster HLBVH with work queues Kirill Garanzha, Jacopo Pantaleoni, David McAllister
  2. Farthest-Point Optimized Point Sets with Maximized Minimum Distance Thomas Schlömer, Daniel Heck, Oliver Deussen

HPG 2019

Wolfgang Straßer Award (Best Paper)

  1. Stochastic Lightcuts Cem Yuksel
  2. Real-Time Analytic Antialiased Text for 3-D Environments Apollo Ellis, Warren Hunt, John Hart
  3. Distortion-Free Displacement Mapping Tobias Zirr, Tobias Ritschel

Test-Of-Time 2010 Award

  1. Task Management for Irregular-Parallel Workloads on the GPU Stanley Tzeng, Anjul Patney, John D. Owens
  2. HLBVH: Hierarchical LBVH Construction for Real-Time Ray Tracing of Dynamic Geometry Jacopo Pantaleoni, David Luebke

HPG 2018

Wolfgang Straßer Award (Best Paper)

  1. High-Performance By-Example Noise using a Histogram-Preserving Blending Operator Eric Heitz, Fabrice Neyret
  2. Gradient Estimation for Real-Time Adaptive Temporal Filtering Christoph Schied, Christoph Peters, Carsten Dachsbacher
  3. View-Region Optimized Image-Based Scene Simplification Puneet Lall, Silviu Borac, Dave Richardson, Matt Pharr, Manfred Ernst

Test-Of-Time 2009 Award

  1. Understanding the Efficiency of Ray Traversal on GPUs Timo Aila, Samuli Laine

HPG 2017

Wolfgang Straßer Award (Best Paper)

  1. 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
  2. Exploiting Budan-Fourier and Vincent’s Theorems for Ray Tracing 3D Bézier Curves Alexander Reshetov, David Luebke

Test-Of-Time 2007 & 2008 Awards

  1. Scan Primitives for GPU Computing Shubhabrata Sengupta, Mark Harris, Yao Zhang, John D. Owens
  2. On fast Construction of SAH-based Bounding Volume Hierarchies Ingo Wald
  3. Realtime Ray Tracing on GPU with BVH-based Packet Traversal Johannes Günther, Stefan Popov, Hans-Peter Seidel, Philipp Slusallek
  4. All-pairs Shortest-paths for Large Graphs on the GPU Gary J. Katz, Joseph T. Kider, Jr

HPG 2016

Wolfgang Straßer Award (Best Paper)

  1. Filtering Distributions of Normals for Shading Antialiasing Anton S. Kaplanyan, Stephen Hill, Anjul Patney, and Aaron Lefohn
  2. Exploring and Expanding the Continuum of OIT Algorithms Chris Wyman
  3. Comparison of Projection Methods for Rendering Virtual Reality Robert Toth, Tomas Akenine-Möller, and Jim Nilsson

HPG 2015

Wolfgang Straßer Award (Best Paper)

  1. Efficient Ray Tracing of Subdivision Surfaces using Tessellation Caching Carsten Benthin, Sven Woop, Matthias Nießner, Kai Selgrad, and Ingo Wald
  2. Morton Integrals for High Speed Geometry Simplification Hélène Legrand and Tamy Boubekeur
  3. 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

Test-Of-Time 2006 Award

  1. On Building kd-Trees for Ray Tracing, and on doing that in O(N log N) Ingo Wald, Vlastimil Havran
  2. Ray Tracing on the CELL processor Carsten Benthin, Ingo Wald, Michael Scherbaum, Heiko Friedrich
  3. RT-DEFORM: Interactive Ray Tracing of Dynamic Scenes using BVHs Christian Lauterbach, Sung-eui Yoon, David Tuft, Dinesh Manocha

HPG 2014

  1. Fast ANN for High-Quality Collaborative Filtering Yun-Ta Tsai, Markus Steinberger, Dawid Pająk, Kari Pulli
  2. Reduced Precision for Hardware Ray Tracing in GPUs Sean Keely
  3. 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

  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