Schedule
Opening remarks
Papers Session 1: Bounding Volume Hierarchies
Session chair: Fenney, Simon
DOBB-BVH: Efficient Ray Traversal by Transforming Wide BVHs into Oriented Bounding Box Trees using Discrete Rotations
Fused Collapsing for Wide BVH Construction
uBVH: Unified Bounding Volume and Scene Geometry Representation for Ray Tracing
Coffee Break
Hot 3D Session 1
Slang: Bridging Graphics and Machine Learning
Intel Open Image Denoise 2 and Beyond: AI-Accelerated Ray Tracing for Everyone
Lunch Buffet
Sponsor Session
Student competition
Papers Session 2: Graphics Simulators, Systems and Compilers
Session chair: Herholz, Sebastian
Arches: A Cycle Level Simulator for Exploring Massively Parallel Ray Tracing Architectures
RenderMan XPU: A hybrid CPU+GPU renderer for interactive and final-frame rendering
No More Shading Languages: Compiling C++ to Vulkan SPIR-V
Coffee Break
Papers Session 3: Procedural Generation and Sculpting
Session chair: Pesce, Angelo
TRS: Triangle Rejection Sampling for Density-equipped Meshes on GPU
Real-Time GPU Tree Generation
Interactive Stroke-based Neural SDF Sculpting
Short Break
Keynote
Inferred reality: Embracing the new reality in real time computer graphics
Reception
Breakfast Buffet
Papers Session 4a: Perception in Motion
Session chair: Schmalstieg, Dieter
CGVQM+D: Computer Graphics Video Quality Metric and Dataset
Image-Based Spatio-Temporal Upsampling for Split Rendering
Papers Session 4b: Splats and Points
Session chair: Schmalstieg, Dieter
Splatshop: Efficiently Editing Large Gaussian Splat Models
LidarScout: Direct Out-of-Core Rendering of Massive Point Clouds
Coffee Break & Poster Session
Color and Attribute Micromaps
Constant-Time Light Refraction Simulation
Derivatives of Spherical Harmonics
AACBS: BVH Traversal with Occlusion µHierarchies
Linear Ray Tracing: A faster ray marching alternative using Vulkan ray query on Qualcomm® Adreno GPU
Subtree Escape Angles for Ray Tracing
Hot 3D Session 2
MaterialX: The Past, Present and Future of Portable Materials
Lunch break / HPG Town Hall
Sponsor Session
Papers Session 5: Real-Time Rendering
Session chair: Munkberg , Jacob
Spherical Harmonic Exponentials for Efficient Glossy Reflections
Fast Planetary Shadows using Fourier-Compressed Horizon Maps
Real-time rendering of animated meshless representation
Coffee Break
Keynote
Hallucinating the Future of Real-Time Rendering
Break
Harbour boat tour
Banquet Dinner
Breakfast Buffet
Papers Session 6: Neural Textures and Encodings
Session chair: Lee, Sunkil