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

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