Student Competition
Theme: Vast Proceduralism and Global Illumination
HPG 2026 invited students to participate in this year’s competition, challenging them to create a ShaderToy shader exploring vast procedural scenes with physically-based global illumination.
Thank you to everyone for their amazing submissions!
Challenge Overview
Procedural techniques enable the creation of large-scale, complex, and richly detailed virtual worlds without manual modeling. Coupled with global illumination (GI), these methods reveal realistic multi-bounce lighting, shadows, and color bleeding in intricate environments.
The task
Implement a global illumination shader in ShaderToy that showcases:
- Vast procedural scenes
- Algorithmically generated, large or infinite in scale (fractals, SDFs, noise, neural fields, tiled or hybrid systems).
- Global Illumination
- support multiple bounces for indirect lighting and realistic light transport.
Evaluation Criteria
- Creativity and originality of procedural representation
- Quality and accuracy of global illumination
- Visual richness and scene complexity
- Code clarity and ShaderToy efficiency
- Alignment with the theme of vast proceduralism plus GI
Winners
- 🥇 First place: Procedural Neon Metropolis GI
Haowen Gao, Huazhong University of Science and Technology - Procedural Neon Metropolis GI is a ShaderToy-based procedural global illumination shader showing a large hash-generated cyberpunk city.
- The scene is generated entirely at runtime from procedural cells, including roads, plazas, towers, podiums, glass needle towers, metal slabs, brick/composite facades, neon signs, and warm/cool window patterns.
- To make indirect lighting visible at low sample counts, the stochastic path tracing is reinforced by a deterministic procedural city irradiance field derived from the same hash cells that generate the city.
- 🥈 Second place: MayaSabha: Hall of Illusion
Rushikesh Vidye, University of Utah - Maya Sabha is a procedural SDF palace hall inspired by the MayaSabha from the Mahabharata, a mythical hall of illusions known for its grandeur, reflective surfaces, and deceptive spatial experience.
- Scene consists of tiled palace environment with repeated chambers, arches, columns, glowing portals, water-like floors, emissive crystals, and per-cell architectural variation creating a never ending hallway.
- For GI, the shader uses a progressive Monte Carlo path tracer with multi-bounce indirect lighting, next-event estimation for emissive scene lights, MIS-style weighting, glossy/specular BRDF sampling, sky lighting.
- 🥉 Third Place: Untitled — infinite cyberpunk city
Nan Li, University of Southern California - The shader generates an infinite cyberpunk city on a 2D XZ grid, with no pre-authored geometry. Every element is procedurally derived from cell coordinates and hash functions.
- Each building facade is procedurally divided into a window grid with district-driven spacing. Windows are stochastically lit based on per-district probability. Each building selects a pair from its district's 4-color palette, and 12% of lit windows randomly override with a high-saturation neon accent for visual punch.
- For GI: Unidirectional path tracing with Next Event Estimation (NEE), implemented in a single Buffer A pass with self-feedback temporal accumulation.
Entries
| Rushikesh Vidye University of Utah |
🥈MayaSabha: Hall of Illusion | ![]() |
|---|---|---|
| Vinicius Hirono Goncalves Universidade Estadual de Campinas (UNICAMP), Brazil |
Artificial Light | ![]() |
| Utkarsh Sharma Indian Institute of Science (IISc) |
Untitled — terrain/thunderstorm | ![]() |
| Haowen Guo Huazhong University of Science and Technology |
🥇Procedural Neon Metropolis GI | ![]() |
| Nan Li University of Southern California |
🥉Untitled — infinite cyberpunk city | ![]() |
| Keshav Singh IIIT Delhi |
Urban Scene with Multi-Bounce Path Tracing | ![]() |
Past winners
- 2025
-
- 1st Place
- Lucas Domingo Alber (Karlsruhe Institute of Technology)
- 2nd Place
- Hibiki Kirihata (Toyo University)
- 3rd Place
- Gustaf Waldemarson (Lund University)
- Honorable Mentions
- Rasmus Clausen
- Sparsh Nair
- Eva Kato
- 2024
-
- 1st Place
- Murilo Mesquita Carolina (Universidade Federal de Goiás)
- 2nd Place
- Wenjian Zhou (University of Utah)
- 2023
- Student competition cancelled
- 2022
-
- Winner
- Yu Chengzhong (Tokyo university of science)
- Honorable Mentions
- Akshay Jindal
- Arthur Pereira Vala Firmino
- 2021
-
- Winner
- Andrew Hollis & Ajinkya Gavane (North Carolina State University)
Efficient Ray-Tracing for Urban Radiation Source Localization - Finalist
- He (Anka) Chen (University of Utah)
MeshFrame: a Light Weighted Dynamic Mesh Processing Framework
- 2020
-
- Winner
- Evgeniya Malikova (Bournemouth University)
Ray-casting Inspired Visualization Pipeline for Multi-scale Heterogeneous Objects





