44-Issue 8

Permanent URI for this collection

High-Performance Graphics 2025
Copenhagen, Denmark | June 23 - 25, 2025
(High Performance Graphics - Symposium Papers track is available here.)
Bounding Volume Hierarchies
DOBB-BVH: Efficient Ray Traversal by Transforming Wide BVHs into Oriented Bounding Box Trees using Discrete Rotations
Michael A. Kern, Alain Galvan, David R. Oldcorn, Daniel Skinner, Rohan Mehalwal, Leo Reyes Lozano, and Matthäus G. Chajdas
Fused Collapsing for Wide BVH Construction
Wilhem Barbier and Mathias Paulin
UBVH: Unified Bounding Volume and Scene Geometry Representation for Ray Tracing
Martin Kácerik and Jirí Bittner
Graphics Simulators, Systems and Compilers
Arches: A Cycle-Level Hardware Simulation Framework for Exploring Massively Parallel Ray Tracing Architectures
Jacob Haydel, Gaurav Bhokare, Kunnong Zeng, Pengpei Hong, Sushant Kondguli, Brian Budge, Erik Brunvand, and Cem Yuksel
RenderMan XPU: A Hybrid CPU+GPU Renderer for Interactive and Final-frame Rendering
Per Christensen, Julian Fong, Charlie Kilpatrick, Francisco Gonzalez, Srinath Ravichandran, Akshay Shah, Ethan Jaszewski, Stephen Friedman, James Burgess, Trina M. Roy, Tom Nettleship, Meghana Seshadri, and Susan Salituro
Procedural Generation and Sculpting
Triangle Rejection Sampling for Density-Equipped Meshes on GPU
Jeremie Schertzer, Theo Thonat, and Tamy Boubekeur
Perception in Motion
CGVQM+D: Computer Graphics Video Quality Metric and Dataset
Akshay Jindal, Nabil Sadaka, Manu Mathew Thomas, Anton Sochenov, and Anton Kaplanyan
Image-Based Spatio-Temporal Upsampling for Split Rendering
Michael Steiner, Thomas Köhler, Lukas Radl, Brian Budge, and Markus Steinberger
Splats and Points
Splatshop: Efficiently Editing Large Gaussian Splat Models
Markus Schütz, Christoph Peters, Florian Hahlbohm, Elmar Eisemann, Marcus Magnor, and Michael Wimmer
Real-Time Rendering
Spherical Harmonic Exponentials for Efficient Glossy Reflections
Ari Silvennoinen, Peter-Pike Sloan, Michal Iwanicki, and Derek Nowrouzezahrai

BibTeX (44-Issue 8)
                
@article{
10.1111:cgf.70211,
journal = {Computer Graphics Forum}, title = {{
High-Performance Graphics 2025 - CGF 44-8: Frontmatter}},
author = {
Knoll, Aaron
and
Peters, Christoph
}, year = {
2025},
publisher = {
The Eurographics Association and John Wiley & Sons Ltd.},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.70211}
}
                
@article{
10.1111:cgf.70212,
journal = {Computer Graphics Forum}, title = {{
Arches: A Cycle-Level Hardware Simulation Framework for Exploring Massively Parallel Ray Tracing Architectures}},
author = {
Haydel, Jacob
and
Bhokare, Gaurav
and
Zeng, Kunnong
and
Hong, Pengpei
and
Kondguli, Sushant
and
Budge, Brian
and
Brunvand, Erik
and
Yuksel, Cem
}, year = {
2025},
publisher = {
The Eurographics Association and John Wiley & Sons Ltd.},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.70212}
}
                
@article{
10.1111:cgf.70213,
journal = {Computer Graphics Forum}, title = {{
Fused Collapsing for Wide BVH Construction}},
author = {
Barbier, Wilhem
and
Paulin, Mathias
}, year = {
2025},
publisher = {
The Eurographics Association and John Wiley & Sons Ltd.},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.70213}
}
                
@article{
10.1111:cgf.70214,
journal = {Computer Graphics Forum}, title = {{
Splatshop: Efficiently Editing Large Gaussian Splat Models}},
author = {
Schütz, Markus
and
Peters, Christoph
and
Hahlbohm, Florian
and
Eisemann, Elmar
and
Magnor, Marcus
and
Wimmer, Michael
}, year = {
2025},
publisher = {
The Eurographics Association and John Wiley & Sons Ltd.},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.70214}
}
                
@article{
10.1111:cgf.70215,
journal = {Computer Graphics Forum}, title = {{
Image-Based Spatio-Temporal Upsampling for Split Rendering}},
author = {
Steiner, Michael
and
Köhler, Thomas
and
Radl, Lukas
and
Budge, Brian
and
Steinberger, Markus
}, year = {
2025},
publisher = {
The Eurographics Association and John Wiley & Sons Ltd.},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.70215}
}
                
@article{
10.1111:cgf.70216,
journal = {Computer Graphics Forum}, title = {{
UBVH: Unified Bounding Volume and Scene Geometry Representation for Ray Tracing}},
author = {
Kácerik, Martin
and
Bittner, Jirí
}, year = {
2025},
publisher = {
The Eurographics Association and John Wiley & Sons Ltd.},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.70216}
}
                
@article{
10.1111:cgf.70217,
journal = {Computer Graphics Forum}, title = {{
Triangle Rejection Sampling for Density-Equipped Meshes on GPU}},
author = {
Schertzer, Jeremie
and
Thonat, Theo
and
Boubekeur, Tamy
}, year = {
2025},
publisher = {
The Eurographics Association and John Wiley & Sons Ltd.},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.70217}
}
                
@article{
10.1111:cgf.70218,
journal = {Computer Graphics Forum}, title = {{
RenderMan XPU: A Hybrid CPU+GPU Renderer for Interactive and Final-frame Rendering}},
author = {
Christensen, Per
and
Fong, Julian
and
Nettleship, Tom
and
Seshadri, Meghana
and
Salituro, Susan
and
Kilpatrick, Charlie
and
Gonzalez, Francisco
and
Ravichandran, Srinath
and
Shah, Akshay
and
Jaszewski, Ethan
and
Friedman, Stephen
and
Burgess, James
and
Roy, Trina M.
}, year = {
2025},
publisher = {
The Eurographics Association and John Wiley & Sons Ltd.},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.70218}
}
                
@article{
10.1111:cgf.70219,
journal = {Computer Graphics Forum}, title = {{
Spherical Harmonic Exponentials for Efficient Glossy Reflections}},
author = {
Silvennoinen, Ari
and
Sloan, Peter-Pike
and
Iwanicki, Michal
and
Nowrouzezahrai, Derek
}, year = {
2025},
publisher = {
The Eurographics Association and John Wiley & Sons Ltd.},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.70219}
}
                
@article{
10.1111:cgf.70220,
journal = {Computer Graphics Forum}, title = {{
DOBB-BVH: Efficient Ray Traversal by Transforming Wide BVHs into Oriented Bounding Box Trees using Discrete Rotations}},
author = {
Kern, Michael A.
and
Galvan, Alain
and
Oldcorn, David R.
and
Skinner, Daniel
and
Mehalwal, Rohan
and
Lozano, Leo Reyes
and
Chajdas, Matthäus G.
}, year = {
2025},
publisher = {
The Eurographics Association and John Wiley & Sons Ltd.},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.70220}
}
                
@article{
10.1111:cgf.70221,
journal = {Computer Graphics Forum}, title = {{
CGVQM+D: Computer Graphics Video Quality Metric and Dataset}},
author = {
Jindal, Akshay
and
Sadaka, Nabil
and
Thomas, Manu Mathew
and
Sochenov, Anton
and
Kaplanyan, Anton
}, year = {
2025},
publisher = {
The Eurographics Association and John Wiley & Sons Ltd.},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.70221}
}

Browse

Recent Submissions

Now showing 1 - 11 of 11
  • Item
    High-Performance Graphics 2025 - CGF 44-8: Frontmatter
    (The Eurographics Association and John Wiley & Sons Ltd., 2025) Knoll, Aaron; Peters, Christoph; Knoll, Aaron; Peters, Christoph
  • Item
    Arches: A Cycle-Level Hardware Simulation Framework for Exploring Massively Parallel Ray Tracing Architectures
    (The Eurographics Association and John Wiley & Sons Ltd., 2025) Haydel, Jacob; Bhokare, Gaurav; Zeng, Kunnong; Hong, Pengpei; Kondguli, Sushant; Budge, Brian; Brunvand, Erik; Yuksel, Cem; Knoll, Aaron; Peters, Christoph
    We introduce Arches, a hardware simulation framework designed to explore and evaluate massively parallel ray-tracing architectures. Operating at the cycle level, Arches captures detailed performance metrics, including computational throughput, onchip data movement across processors, caches, and off-chip communication via an accurate memory system model. The framework is modular, allowing flexible configuration and interconnection of processor cores, caches, and custom hardware units, enabling easy exploration of diverse hardware architectures. Arches supports high-performance parallel execution, simulating complex ray tracing workloads to image completion. It leverages the GNU toolchain, allowing users to write C++ software targeting both the simulated architecture and native execution for debugging, including support for custom instructions to control specialized hardware components. The framework provides comprehensive performance instrumentation, offering insights into time-varying statistics across all modules and identifying performance bottlenecks. Our evaluations demonstrate that Arches delivers performance estimates closely matching real hardware, offering faster and more accurate simulations than existing open-source hardware simulators. Its modularity also makes it a valuable tool for exploring alternative parallel computing strategies for high-performance ray tracing, and its extensibility enables adaptation for other workloads or general-purpose computation.
  • Item
    Fused Collapsing for Wide BVH Construction
    (The Eurographics Association and John Wiley & Sons Ltd., 2025) Barbier, Wilhem; Paulin, Mathias; Knoll, Aaron; Peters, Christoph
    We propose a novel approach for constructing wide bounding volume hierarchies on the GPU by integrating a simple bottom-up collapsing procedure within an existing binary bottom-up BVH builder. Our approach directly constructs a wide BVH without traversing a temporary binary BVH as done by previous approaches and achieves 1.4−1.6× lower build times. We demonstrate the ability of our algorithm to output compressed wide BVHs using existing compressed representations. We analyze the impact of our method on software raytracing performance and show that it reduces the overall frame time on complex dynamic scenes where rebuilding the BVH every frame is the limiting factor on rendering performance.
  • Item
    Splatshop: Efficiently Editing Large Gaussian Splat Models
    (The Eurographics Association and John Wiley & Sons Ltd., 2025) Schütz, Markus; Peters, Christoph; Hahlbohm, Florian; Eisemann, Elmar; Magnor, Marcus; Wimmer, Michael; Knoll, Aaron; Peters, Christoph
    We present Splatshop, a highly optimized toolbox for interactive editing (selection, deletion, painting, transformation, . . . ) of 3D Gaussian Splatting models. Utilizing a comprehensive collection of heuristic approaches, we carefully balance between exact and fast rendering to enable precise editing without sacrificing real-time performance. Our experiments confirm that Splatshop achieves these goals for scenes with up to 100 million primitives. We also show how our proposed pipeline can be extended for use with head-mounted displays. As such, Splatshop is the first VR-capable editor for large-scale 3D Gaussian Splatting models and a step towards a ''Photoshop for Gaussian Splatting.''
  • Item
    Image-Based Spatio-Temporal Upsampling for Split Rendering
    (The Eurographics Association and John Wiley & Sons Ltd., 2025) Steiner, Michael; Köhler, Thomas; Radl, Lukas; Budge, Brian; Steinberger, Markus; Knoll, Aaron; Peters, Christoph
    Low-powered devices - such as small form factor head-mounted displays (HMDs) - struggle to deliver a smooth and highquality viewing experience, due to their limited power and rendering capabilities. Cloud rendering attempts to solve the quality issue, but leads to prohibitive latency and bandwidth requirements, hindering use with HMDs over mobile connections or even over Wifi. One solution - split rendering - where frames are partially rendered on the client device, often either requires geometry and rendering hardware, or struggles to generate frames faithfully under viewpoint changes and object motion. Our method enables spatio-temporal interpolation via bidirectional reprojection to efficiently generate intermediate frames in a split rendering setting, while limiting the communication cost and relying purely on image-based rendering. Furthermore, our method is robust to modest connectivity issues and handles effects such as dynamic smooth shadows.
  • Item
    UBVH: Unified Bounding Volume and Scene Geometry Representation for Ray Tracing
    (The Eurographics Association and John Wiley & Sons Ltd., 2025) Kácerik, Martin; Bittner, Jirí; Knoll, Aaron; Peters, Christoph
    Bounding volume hierarchies (BVHs) are currently the most common data structure used to accelerate ray tracing. The existing BVH methods distinguish between the bounding volume representation associated with the interior BVH nodes and the scene geometry representation associated with leaf nodes. We propose a new method that unifies the representation of bounding volumes and triangular scene geometry. Our unified representation builds on skewed oriented bounding boxes (SOBB) that yield tight bounds for interior nodes and precise representation for triangles in the leaf nodes. This innovation allows to streamline the conventional massively parallel BVH traversal, as there is no need to switch between testing for ray intersection in interior nodes and leaf nodes. The results show that the proposed method accelerates ray tracing of incoherent rays between 1.2x-11.8x over the AABB BVH, 1.4x-4.2x over the 14-DOP BVH, 1.1x-2.0x over the OBB BVH, and by 1.1x-1.7x over the SOBB BVH.
  • Item
    Triangle Rejection Sampling for Density-Equipped Meshes on GPU
    (The Eurographics Association and John Wiley & Sons Ltd., 2025) Schertzer, Jeremie; Thonat, Theo; Boubekeur, Tamy; Knoll, Aaron; Peters, Christoph
    Non-uniform random point sampling on 3D surfaces offers a powerful framework to capture complex distributions such as fur seeds, scattered geometric instances or light emitter flux. As most other on-surface signals, practitioners design such distribution by the means of 2D maps, parameterized over the surface, and indicating locally the desired point density that should be synthesized, along with any primitive-specific attribute such as fiber thickness or instance size. Numerous application scenarios imply large such point sets which would ideally be generated in real-time to be consumed immediately by downstream applications. We propose a method to distribute such white noise point sets under non-uniform densities, designed to cope with parallel GPU execution and able to produce, in real time, hundreds of millions of density-constrained samples over arbitrary 3D triangle meshes. At the core of our method, we introduce a stratified rejection sampling scheme where triangles act as strata, greatly improving the locality of the sampling process, and significantly diminishing the probability of rejecting a sample. Our method relies on a series of simple GPU kernels, introducing a new fast and exact texel-triangle overlap computation method as well as the notion of unordered cumulative sum. As a result, our approach provides real-time systems with the ability to tailor, on-the-fly, highly dynamic density distributions in the form of procedural or raster maps. We illustrate its application with interactive fur design, geometry instancing, and Monte Carlo light sampling.
  • Item
    RenderMan XPU: A Hybrid CPU+GPU Renderer for Interactive and Final-frame Rendering
    (The Eurographics Association and John Wiley & Sons Ltd., 2025) Christensen, Per; Fong, Julian; Kilpatrick, Charlie; Gonzalez, Francisco; Ravichandran, Srinath; Shah, Akshay; Jaszewski, Ethan; Friedman, Stephen; Burgess, James; Roy, Trina M.; Nettleship, Tom; Seshadri, Meghana; Salituro, Susan; Knoll, Aaron; Peters, Christoph
    RenderMan XPU is a rewrite of Pixar's RenderMan renderer, designed to run on both CPUs and GPUs. Like its predecessor, it is a progressive path tracer, suitable for both interactive previews and high-quality final-frame rendering, but it utilizes modern hardware and software techniques to run significantly faster. Most source code is shared between the two platforms; code for materials (bxdfs) and light transport (integrators) is compiled with a C++ compiler for CPUs and a CUDA compiler for GPUs, with templating, specialization, and a few macros to handle syntax differences and parallel execution abstractions. The shaders that provide the material input values are written in OSL; we use LLVM so that the same OSL code will run on both types of hardware. Only the low-level ray tracing code and texture lookup and caching code is separate. Typical speedups over our previous renderer (for high-quality final-frame images) are 1.8× to 2.3× on CPUs, 5× to 10× on GPUs, and 6× to 15× on both.
  • Item
    Spherical Harmonic Exponentials for Efficient Glossy Reflections
    (The Eurographics Association and John Wiley & Sons Ltd., 2025) Silvennoinen, Ari; Sloan, Peter-Pike; Iwanicki, Michal; Nowrouzezahrai, Derek; Knoll, Aaron; Peters, Christoph
    We propose a high-performance and compact method for computing glossy specular reflections. Commonly-used prefiltered environment maps have large storage requirements and high error due to constrained treatment of view-dependence. We propose a factorized spherical harmonic exponential representation that exploits new observations of the benefits of log-space reconstruction for reflectance. Our method is compact, properly accounts for view-dependent reflections, and is more accurate than the state-of-the-industry solutions. We achieve higher quality results with an order of magnitude less memory, all with efficient and alias-free reconstruction of glossy reflections from environment lights and continuously-varying material roughness.
  • Item
    DOBB-BVH: Efficient Ray Traversal by Transforming Wide BVHs into Oriented Bounding Box Trees using Discrete Rotations
    (The Eurographics Association and John Wiley & Sons Ltd., 2025) Kern, Michael A.; Galvan, Alain; Oldcorn, David R.; Skinner, Daniel; Mehalwal, Rohan; Lozano, Leo Reyes; Chajdas, Matthäus G.; Knoll, Aaron; Peters, Christoph
    Oriented bounding box (OBB) bounding volume hierarchies offer a more precise fit than axis-aligned bounding box hierarchies in scenarios with thin elongated and arbitrarily rotated geometry, enhancing intersection test performance in ray tracing. However, determining optimally oriented bounding boxes can be computationally expensive and have high memory requirements. Recent research has shown that pre-built hierarchies can be efficiently converted to OBB hierarchies on the GPU in a bottom-up pass, yielding significant ray tracing traversal improvements. In this paper, we introduce a novel OBB construction technique where all internal node children share a consistent OBB transform, chosen from a fixed set of discrete quantized rotations. This allows for efficient encoding and reduces the computational complexity of OBB transformations. We further extend our approach to hierarchies with multiple children per node by leveraging Discrete Orientation Polytopes (k-DOPs), demonstrating improvements in traversal performance while limiting the build time impact for real-time applications. Our method is applied as a post-processing step, integrating seamlessly into existing hierarchy construction pipelines. Despite a 12.6% increase in build time, our experimental results demonstrate an average improvement of 18.5% in primary, 32.4% in secondary rays, and maximum gain of 65% in ray intersection performance, highlighting its potential for advancing real-time applications.
  • Item
    CGVQM+D: Computer Graphics Video Quality Metric and Dataset
    (The Eurographics Association and John Wiley & Sons Ltd., 2025) Jindal, Akshay; Sadaka, Nabil; Thomas, Manu Mathew; Sochenov, Anton; Kaplanyan, Anton; Knoll, Aaron; Peters, Christoph
    While existing video and image quality datasets have extensively studied natural videos and traditional distortions, the perception of synthetic content and modern rendering artifacts remains underexplored. We present a novel video quality dataset focused on distortions introduced by advanced rendering techniques, including neural supersampling, novel-view synthesis, path tracing, neural denoising, frame interpolation, and variable rate shading. Our evaluations show that existing full-reference quality metrics perform sub-optimally on these distortions, with a maximum Pearson correlation of 0.78. Additionally, we find that the feature space of pre-trained 3D CNNs aligns strongly with human perception of visual quality. We propose CGVQM, a full-reference video quality metric that significantly outperforms existing metrics while generating both per-pixel error maps and global quality scores. Our dataset and metric implementation is available at https://github.com/IntelLabs/CGVQM.