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/ !!!