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 2024
High Performance Graphics Youtube Channel (2024 Paper Presentation)
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
Paper Session 1: Acceleration structures
- H-PLOC Hierarchical Parallel Locally-Ordered Clustering for Bounding Volume Hierarchy Construction
(Best Paper second place)
-
Carsten Benthin, Daniel Meister, Joshua Barczak, Rohan Mehalwal, John Tsakok, Andrew Kensler
- Concurrent Binary Trees for Large-Scale Game Components
-
Anis Benyoub,
Jonathan Dupuy
- SAH-Optimized k-DOP Hierarchies for Ray Tracing
-
Martin Kacerik,
Jiri Bittner
Paper Session 2: Light Transport & Primitives
- Optimizing Path Termination for Radiance Caching Through Explicit Variance Trading
-
Lukas Kandlbinder,
Addis Dittebrandt,
Alexander Schipek,
Carsten Dachsbacher
- Photon-Driven Manifold Sampling
-
Fei Lee,
Jia-Wun Jhang,
Chun-Fa Chang
- GPU-friendly Stroke Expansion
-
Raph Levien,
Arman Uguray
Papers Session 3: Real-Time GI Methods
- ReSTIR Subsurface Scattering for Real-Time Path Tracing
-
Mirco Werner,
Vincent Schuessler,
Carsten Dachsbacher
- Light Path Guided Culling for Hybrid Real-Time Path Tracing
Presentation Recording
-
Jan Kelling, Daniel Stroter,
Arjan Kuijper
- Radiance Caching with On-Surface Caches for Real-Time Global Illumination
-
Wolfgang Tatzgern, Alexander Weinrauch, Pascal Stadlbauer, Joerg H. Mueller, Martin Winter,
Markus Steinberger
Papers Session 4: AI & Denoising
- Frustum Volume Caching for Accelerated NeRF Rendering
-
Michael Steiner,
Thomas Kohler,
Lukas Radl,
Markus Steinberger
- Converging Algorithm-Agnostic Denoising for Monte Carlo Rendering
-
Elena Denisova, Leonardo Bocchi
- Aliasing Detection in Rendered Images via a Multi-Task Learning
-
Shu-Ho Fan, Kai-Wen Hsiao, Kai Yi Tan, Chih-Yuan Yao,
Hung-Kuo Chu
Papers Session 5: Volume Rendering & Systems
- Starvation-less asynchronous render and production for large and detailed volumetric scenes walkthrough
-
Antoine Richermoz,
Fabrice Neyret
- Interval Shading: using Mesh Shaders to generate shading intervals for volume rendering
-
Thibault Tricard
- HIPRT: A Ray Tracing Framework in HIP
-
Daniel Meister, Paritosh Kulkarni, Aaryaman Vasishta, Takahiro Harada
Papers Session 6: Compression, Micromaps & Procedural Geometry
- Succinct Opacity Micromaps
Presentation Recording
-
Gustaf Waldemarson,
Michael Doggett
- DGF: A Dense, Hardware Friendly Geometry Format for Lossy Compressing Meshlets with Arbitrary Topologies
-
Joshua Barczak, Carsten Benthin, David McAllister
- Real-Time Procedural Generation with GPU Work Graphs
(Best Paper winner)
-
Bastian Kuth, Max Oberberger, Carsten Faber, Dominik Baumeister, Matthaus Chajdas, Quirin Meyer
Papers Session 7: Graphics Applications
- Real-Time Decompression and Rasterization of Massive Point Clouds
-
Rahul Goel,
Markus Schutz,
P. J. Narayanan,
Bernhard Kerbl
- Fast orientable aperiodic ocean synthesis using tiling and blending
-
Nicolas Lutz,
Arnaud Schoentgen,
Guillaume Gilet
- Parallel spatiotemporally adaptive DEM-based snow simulation
-
Simon Andreasson,
Linus Ostergaard,
Prashant Goswami
kesen.huang@gmail.com