Page maintained by Ke-Sen Huang.
If you have additions or changes, send an e-mail.
Information here is provided with the permission of the ACM.
Note that when possible I link to the page containing the link to the actual PDF or PS of the preprint.
I prefer this as it gives some context to the paper and avoids possible copyright problems with direct linking.
Thus you may need to search on the page to find the actual document.
ACM Digital Library: Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics 2016
the Eurographics Digital Library Link for the paper
Paper Abstract
Author Preprint
Paper Video
Paper Presentation
Paper Images
Paper Data
Demo Program or Source Code
Related Links
Changelog
Papers: Hidden surfaces
- Exploring and Expanding the Continuum of OIT Algorithms
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Chris Wyman
- SVGPU: Real Time 3D Rendering to Vector Graphics Formats
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Apollo Ellis,
Warren Hunt,
John Hart
- Masked Software Occlusion Culling
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Jon Hasselgren,
Magnus Andersson,
Tomas Akenine-Moller
Papers: Better BVHs
- Watertight Ray Traversal with Reduced Precision and Bounding Plane Reuse
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Karthik Vaidyanathan,
Tomas Akenine-Moller,
Marco Salvi
- Efficient Stackless Hierarchy Traversal on GPUs with Backtracking in Constant Time
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Nikolaus Binder,
Alexander Keller
- Bandwidth-Efficient BVH Layout for Incremental Hardware Traversal
-
Gabor Liktor,
Karthik Vaidyanathan
Papers: Fast GI
- DIRT: Deferred Image-based Ray Tracing
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Konstantinos Vardis,
Andreas A. Vasilakis,
Georgios Papaioannou
- Photon Splatting Using a View-Sample Cluster Hierarchy
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Pierre Moreau,
Erik Sintorn,
Viktor Kampe,
Ulf Assarsson,
Michael Doggett
- Deep G-Buffers for Stable Global Illumination Approximation
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Michael Mara,
Morgan McGuire,
Derek Nowrouzezahrai,
David Luebke
Papers: Ray tracing
- Lightcuts Interpolation
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Hauke Rehfeld,
Carsten Dachsbacher
- GVDB: Raytracing Sparse Voxel Database Structures on the GPU
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Rama Hoetzlein
- Local Shading Coherence Extraction for SIMD-Efficient Path Tracing on CPUs
-
Attila T. Afra,
Carsten Benthin,
Ingo Wald,
Jacob Munkberg
- Adaptive Sampling for On-The-Fly Ray Casting of Particle-based Fluids
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Hendrik Hochstetter,
Jens Orthmann,
Andreas Kolb
Papers: Textures and Shading
- Infinite Resolution Textures
-
Alexander Reshetov,
David Luebke
- Filtering Distributions of Normals for Shading Antialiasing
-
Anton Kaplanyan,
Stephen Hill,
Anjul Patney,
Aaron Lefohn
Papers: VR and GPU Compute
- Comparison of Projection Methods for Rendering Virtual Reality
-
Robert Toth,
Tomas Akenine-Moller,
Jim Nilsson
- A Fast, Massively Parallel Solver for Large, Irregular Pairwise Markov Random Fields
-
Daniel Thuerck,
Michael Waechter,
Sven Widmer,
Max von Buelow,
Patrick Seemann,
Marc E. Pfetsch,
Michael Goesele
kesen.huang@gmail.com