Schedule

Registration & Breakfast Buffet

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Opening remarks

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Papers Session 1: Bounding Volume Hierarchies

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Session chair: Fenney, Simon

DOBB-BVH: Efficient Ray Traversal by Transforming Wide BVHs into Oriented Bounding Box Trees using Discrete Rotations

  • Kern, Michael
  • Galvan, Alain
  • Oldcorn, David
  • Skinner, Daniel
  • Mehalwal, Rohan
  • Reyes Lozano, Leo
  • Chajdas, Matthäus

Fused Collapsing for Wide BVH Construction

  • Barbier, Wilhem
  • Paulin, Mathias

uBVH: Unified Bounding Volume and Scene Geometry Representation for Ray Tracing

  • Káčerik, Martin
  • Bittner, Jiří

Hot 3D Session 1

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Slang: Bridging Graphics and Machine Learning

  • Shannon Woods, NVIDIA

Intel Open Image Denoise 2 and Beyond: AI-Accelerated Ray Tracing for Everyone

  • Attila Afra, Intel

Lunch Buffet

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Sponsor Session

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Student competition

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Papers Session 2: Graphics Simulators, Systems and Compilers

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Session chair: Herholz, Sebastian

Arches: A Cycle Level Simulator for Exploring Massively Parallel Ray Tracing Architectures

  • Haydel, Jacob
  • Bhokare, Gaurav
  • Zeng, Kunnong
  • Hong, Pengpei
  • Kondguli, Sushant
  • Budge, Brian
  • Brunvand, Erik
  • Yuksel, Cem

RenderMan XPU: A hybrid CPU+GPU renderer for interactive and final-frame rendering

  • Christensen, Per
  • Fong, Julian
  • Kilpatrick, Charlie
  • Gonzalez, Francisco
  • Ravichandran, Srinath
  • Shah, Akshay
  • Jaszewski, Ethan
  • Friedman, Stephen
  • Burgess, James
  • Roy, Trina M
  • Nettleship, Tom
  • Seshadri, Meghana
  • Salituro, Susan

No More Shading Languages: Compiling C++ to Vulkan SPIR-V

  • Devillers, Hugo
  • Kurtenacker, Matthias
  • Membarth, Richard
  • Lemme, Stefan
  • Kenzel, Michael
  • Yazici, Ömercan
  • Slusallek, Philipp

Coffee Break

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Papers Session 3: Procedural Generation and Sculpting

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Session chair: Pesce, Angelo

TRS: Triangle Rejection Sampling for Density-equipped Meshes on GPU

  • Schertzer, Jeremie
  • Thonat, Theo
  • Boubekeur, Tamy

Real-Time GPU Tree Generation

  • Kuth, Bastian
  • Oberberger, Max
  • Faber, Carsten
  • Pfeifer, Pirmin
  • Tabaei, Seyedmasih
  • Baumeister, Dominik
  • Meyer, Quirin

Interactive Stroke-based Neural SDF Sculpting

  • Rubab, Fizza
  • Tong, Yiying

Short Break

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Keynote

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Inferred reality: Embracing the new reality in real time computer graphics

  • Rama Harihara, AMD

Reception

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Breakfast Buffet

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Papers Session 4a: Perception in Motion

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Session chair: Schmalstieg, Dieter

CGVQM+D: Computer Graphics Video Quality Metric and Dataset

  • Jindal, Akshay
  • Sadaka, Nabil
  • Thomas, Manu Mathew
  • Sochenov, Anton
  • Kaplanyan, Anton

Image-Based Spatio-Temporal Upsampling for Split Rendering

  • Steiner, Michael
  • Köhler, Thomas
  • Radl, Lukas
  • Budge, Brian
  • Steinberger, Markus

Papers Session 4b: Splats and Points

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Session chair: Schmalstieg, Dieter

Splatshop: Efficiently Editing Large Gaussian Splat Models

  • Schütz, Markus
  • Peters, Christoph
  • Hahlbohm, Florian
  • Eisemann, Elmar
  • Magnor, Marcus
  • Wimmer, Michael

LidarScout: Direct Out-of-Core Rendering of Massive Point Clouds

  • Erler, Philipp
  • Herzberger, Lukas
  • Wimmer, Michael
  • Schütz, Markus

Coffee Break & Poster Session

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Color and Attribute Micromaps

  • Waldemarson, Gustaf
  • Doggett, Michael

Constant-Time Light Refraction Simulation

  • Mayer, Chase

Derivatives of Spherical Harmonics

  • Peters, Christoph

AACBS: BVH Traversal with Occlusion µHierarchies

  • Fenney, Simon
  • Allen, Henry
  • Aman, Aytek

Linear Ray Tracing: A faster ray marching alternative using Vulkan ray query on Qualcomm® Adreno GPU

  • Biswas, Shraman
  • Bourd, Alex

Subtree Escape Angles for Ray Tracing

  • Aman, Aytek
  • Fenney, Simon

Hot 3D Session 2

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MaterialX: The Past, Present and Future of Portable Materials

  • Alain Hostettler, Industrial Light & Magic

Lunch break / HPG Town Hall

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Sponsor Session

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Papers Session 5: Real-Time Rendering

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Session chair: Munkberg , Jacob

Spherical Harmonic Exponentials for Efficient Glossy Reflections

  • Silvennoinen, Ari
  • Sloan, Peter-Pike
  • Iwanicki, Michal
  • Nowrouzezahrai, Derek

Fast Planetary Shadows using Fourier-Compressed Horizon Maps

  • Fritsch, Jonathan
  • Schneegans, Simon
  • Friederichs, Fabian
  • Flatken, Markus
  • Eisemann, Martin
  • Gerndt, Andreas

Real-time rendering of animated meshless representation

  • Luton, Pacôme
  • Tricard, Thibault

Coffee Break

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Keynote

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Hallucinating the Future of Real-Time Rendering

  • Angelo Pesce, Roblox

HPG Town Hall / Break

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Harbour boat tour

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Banquet Dinner

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Breakfast Buffet

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Papers Session 6: Neural Textures and Encodings

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Session chair: Lee, Sunkil

Hardware Accelerated Neural Block Texture Compression with Cooperative Vectors

  • Belcour, Laurent
  • Benyoub, Anis

Collaborative Texture Filtering

  • Akenine-Möller, Tomas
  • Ebelin, Pontus
  • Pharr, Matt
  • Wronski, Bartlomiej

GATE: Geometry-Aware Trained Encoding

  • Boksansky, Jakub
  • Meister, Daniel
  • Benthin, Carsten

Coffee Break

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Keynote (shared with EGSR)

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The Future of Analytical Materials in a Neural World

  • Andrea Weidlich, NVIDIA

Awards and Wrap-Up

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Lunch Buffet

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