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
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
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
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
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
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