High-Performance Graphics 2010

Algorithms, Hardware, Systems

 

***EARLY REGISTRATION NOW OPEN***

 

Announcement

 

Registration is now open for High-Performance Graphics 2010. Come join us for a strong set of technical papers, keynote talks by Turner Whitted (Microsoft Research) and Cevat Yerli & Anton Kaplanyan (Crytek), a reinvigorated poster session and the always exciting Hot 3D systems track. See the end of this message for a complete paper list and abstract of the keynote talks.

 

Early registration runs through June 8th and online registration is open until June 22nd. There are discounts for ACM SIGGRAPH and Eurographics members as well as for full-time students. The reduced rate for early registration expires in just over a week, so reserve your spot today! Visit http://www.highperformancegraphics.org/ for full details of registration and for travel and accommodation information. This year we are co-located with Eurographics Rendering Symposium. Please consider taking full advantage of your travel costs by attending both conferences.

 

 

Introduction

 

We are pleased to announce High-Performance Graphics 2010. This conference continues last year's success at synthesizing two important and cutting-edge topics in computer graphics:

 

* Graphics Hardware, represented since 1986 by an annual conference of that name focusing on graphics hardware, architecture, and systems since 1986.

 

* Interactive Ray Tracing, represented since 2006 in an innovative symposium focusing on the emerging field of interactive ray tracing and global illumination techniques.

 

By combining these two communities, we bring to authors and attendees the best of both, while extending the scope of the conference to cover the overarching field of performance-oriented graphics systems covering innovative algorithms, efficient implementations, and hardware architecture. This broader focus offers a common forum bringing together researchers, engineers, and architects to discuss the complex interactions of massively parallel hardware, novel programming models, efficient graphics algorithms, and innovative applications.

 

 

Conference Info

 

Corporate sponsorship by AMD and Intel

Additional corporate sponsorship by Microsoft Research and NVIDIA Sponsored by ACM SIGGRAPH and Eurographics

 

The program features three days of paper and industry presentations, with ample time for discussions during breaks, lunches, and the conference banquet.

 

The conference, which will take place on June 25-27, is co-located with Eurographics Rendering Symposium on the campus of the Max-Planck Institut Informatik, Saarland University, Saarbrucken, Germany.

 

The conference website is located at http://www.highperformancegraphics.org/

 

 

Keynote Talks

 

Turner Whitted, Microsoft Research

     * Title: Disaggregated Graphics: Rich Clients for Clouds

     * Abstract: We sometimes forget that the famous "wheel of reincarnation" translates as it rotates, transporting us to unfamiliar technological territory even if we recognize historical similarities. 

So it is with the emergence of cloud computing with its concentrated computation and wide bandwidth interconnection. It is not, however, a return to the mainframe computer centers of the 1960s or the client/ server model of the 1980s. Instead we are offered more computation, more pixels, more modes of interaction, .... more of everything. We are given so much more that the change of experience is qualitative, not merely quantitative.

       Microsoft Research's vX project is an experiment devised to explore the client side of this new computing environment. Radically rich visual computing calls for radically new architectures, programming models, and approaches to interaction. We are re-examining these venues simultaneously rather than independently. At the highest level, the vX model insists on interaction being local even if it is shared among a heterogeneous collection of devices. At a lower level, the vX programming model emphasizes local memory access within each of many processing cores. This philosophy extends to the lowest level of the graphics engine with memory intensive passive representations being replaced with processor intensive functional representations.

       As we progress with this project we find our alignment with technological trends for processing and interconnection takes us far from conventional graphics practice. This should be no surprise. It is time for change.

 

Cevat Yerli & Anton Kaplanyan, Crytek

     * Title: Crytek's Future Game Graphics

     * Abstract: We want to share our ten-year expertise of making a generalized and balanced real-time rendering pipeline on consoles. 

Different algorithms for image synthesis will be discussed as well as different architectures for different workloads. The problems of the current rendering pipeline and the current generation of consoles will be discussed. Also we will talk about the new possible applications for real-time graphics such as movies industry and server-side rendering.

 

 

Accepted Papers

 

Micropolygons I

     * Hardware Implementation of Micropolygon Rasterization with Motion and Defocus Blur

       John Brunhaver, Kayvon Fatahalian, Pat Hanrahan

     * Space-Time Hierarchical Occlusion Culling for Micropolygon Rendering with Motion Blur

       Solomon Boulos, Edward Luong, Kayvon Fatahalian, Henry Moreton, Pat Hanrahan

 

Micropolygons II

     * A Lazy Object-Space Shading Architecture With Decoupled Sampling

       Christopher A. Burns, Kayvon Fatahalian, William R. Mark

     * Task Management for Irregular-Parallel Workloads on the GPU

       Stanley Tzeng, Anjul Patney, John Owens

 

Rendering with Volumes

     * Real Time Volumetric Shadows using Polygonal Light Volumes

       Markus Billeter, Erik Sintorn, Ulf Assarsson

     * Ambient Occlusion Volumes

       Morgan McGuire

     * Large Data Visualization on Distributed Memory Multi-GPU Clusters

       Thomas Fogal, Hank Childs, Siddharth Shankar, Jens Krueger, Dan Bergeron, Philip J. Hatcher

 

Ray tracing I

     * Edge Avoiding A-Trous Wavelet Transform for fast Global Illumination Filtering

       Holger Dammertz, Daniel Sewtz, Johannes Hanika, Hendrik P. Lensch

     * Parallel SAH k-D Tree Construction

       Byn Choi, Rakesh Komuravelli, Victor Lu, Hyojin Sung, Robert L. 

Bocchino, Sarita V. Adve, John C. Hart

     * HLBVH: Hierarchical LBVH Construction for Real-Time Ray Tracing of Dynamic Geometry

       Jacopo Pantaleoni, David Luebke

 

Ray tracing II

     * AnySL: Efficient and Portable Shading for Ray Tracing

       Ralf Karrenberg, Dmitri Rubinstein, Philipp Slusallek, Seabastian Hack

     * Restart Trail for Stackless BVH Traversal

       Samuli Laine

     * Architecture Considerations for Tracing Incoherent Rays

       Timo Aila, Tero Karras

 

GPU Algorithms

     * A Work-Efficient GPU Algorithm for Level Set Segmentation

       Mike Roberts, Jeff Packer, Mario Costa Sousa, Joseph Ross Mitchell

     * Random Numbers and Noise via the Tiny Encryption Algorithm

       Fahad Zafar, Marc Olano, Aaron Curtis

     * Texture Compression of Light Maps using Smooth Profile Functions

       Jim Rasmusson, Per Wennersten, Jacob Strom, Michael Doggett, Tomas Akenine-Moller

 

Surfaces and rasterization

     * Efficient Bounding of Displaced Bezier Patches

       Jacob Munkberg, Jon Hasselgren, Robert Toth, Tomas Akenine-Moller

     * Analytical Motion Blur Rasterization with Compression

       Carl Johan Gribel, Michael Doggett, Tomas Akenine-Moller

     * Real-time stochastic rasterization on conventional GPU architectures

       Morgan McGuire, Eric Enderton, Peter Shirley, David Luebke

 

Register today at http://www.highperformancegraphics.org/ !!!