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High-Performance Graphics @UCj04DHvbrUbuShWKzcTVJqg@youtube.com

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High-Performance Graphics was founded in 2009 to synthesize


58:27
The Acceleration of AI Graphics in NVIDIA GPUs
21:47
Concurrent Binary Trees for Large-Scale Game Components
16:48
Aliasing Detection in Rendered Images via a Multi-Task Learning
31:07
Portable and Scalable 3D Rendering Using ANARI
24:41
Frustum Volume Caching for Accelerated NeRF Rendering
23:52
Real-Time Procedural Generation with GPU Work Graphs
24:51
H-PLOC Hierarchical Parallel Locally-Ordered Clustering for Bounding Volume Hierarchy Construction
25:10
ReSTIR Subsurface Scattering for Real-Time Path Tracing
22:21
Succinct Opacity Micromaps
26:41
Radiance Caching with On-Surface Caches for Real-Time Global Illumination
17:32
Interval Shading: using Mesh Shaders to generate shading intervals for volume rendering
28:27
Real-Time Decompression and Rasterization of Massive Point Clouds
22:33
SAH-Optimized k-DOP Hierarchies for Ray Tracing
22:22
DGF: A Dense, Hardware Friendly Geometry Format for Lossy Compressing Meshlets with Arbitrary Topolo
15:21
Converging Algorithm-Agnostic Denoising for Monte Carlo Rendering
20:40
Parallel spatiotemporally adaptive DEM-based snow simulation
18:43
Starvation-less asynchronous render and production for large and detailed volumetric scenes walkthro
20:21
Light Path Guided Culling for Hybrid Real-Time Path Tracing
29:58
GPU-friendly Stroke Expansion
23:13
Qualcomm® Adreno™ Ray Tracing Use Case: Generating Primary Visibility for ML-Created Meshes
27:32
Revolutionizing Ray Tracing with DLSS 3.5: AI-Powered Ray Reconstruction
01:03:29
Realistic Rendering at 60 Frames Per Second - Past, Present and Future
56:33
The Vulkan Developer Tools Ecosystem - From the Vulkan API Launch to Today
21:55
Optimizing Path Termination for Radiance Caching Through Explicit Variance Trading
31:30
Work Graphs: Hands-On with the Future of Graphics Programming
22:49
Photon-Driven Manifold Sampling
24:58
HIPRT: A Ray Tracing Framework in HIP
20:22
Fast orientable aperiodic ocean synthesis using tiling and blending
15:45
Edge Friend: Fast and Deterministic Catmull Clark Subdivision Surfaces
29:46
Ray Tracing with Imagination: From Caustic to Wizard to Photon
59:06
Multum In Parvo: Level of Detail and Approximation Models at the Graphics Nexus
22:22
Compressed Opacity Maps for Ray Tracing
13:46
Sampling Visible GGX Normals with Spherical Caps
26:24
Data Parallel Multi GPU Path Tracing using Ray Queue Cycling
23:56
Minimal Convolutional Neural Networks for Temporal Antialiasing
22:44
Massively Parallel adaptive Collapsing of Edges for Unstructured Tetrahedral Meshes
20:33
PSAO: Point Based Split Rendering for Ambient Occlusion
28:53
Spherical Parametric Measurement for Continuous and Balanced Mesh Segmentation
02:54:12
A Gentle Introduction to Vulkan for Rendering and Compute Workloads - Vulkan Course
49:53
Panel: Women in Computer Graphics
19:19
GPU Accelerated LOD Generation for Point Clouds
18:44
Efficient Rendering of Participating Media for Multiple Viewpoints
24:41
Real Time Ray Tracing of Micro Poly Geometry with Hierarchical Level of Detail
55:20
Pursuing High Performance in Photorealistic Rendering
19:51
Surface Light Cones: Sharing Direction Illumination for Efficient Multi viewer Rendering
27:42
Real Time Rendering of Glinty Appearance using Distributed Binomial Laws on Anisotropic Grids
26:45
Neural Intersection Function
26:26
Generative Adversarial Shaders for Real Time Realism Enhancement
47:13
High Performance Graphics at Guerrilla, an Art Director’s Perspective
13:32
Voxel based Representations for Improved Filtered Appearance
21:47
Clouds in the Cloud: Efficient Cloud Based Rendering of Real Time Volumetric Clouds
01:16:46
Hot3D Invited talks - HPG 2022
01:03:03
Beyond the Metaverse — Towards Human Centric XR - HPG 2022
20:51
Diversity in Our Time: A Rendering Perspective - HPG 2022
01:04:13
Real-Time Path Tracing and Beyond - HPG 2022
22:13
Better Fixed Point Filtering with Averaging Trees - HPG 2022
21:46
Data Parallel Path Tracing with Object Hierarchies - HPG 2022
22:31
Htex: Per Halfedge Texturing for Arbitrary Mesh Topologies - HPG 2022
23:08
Supporting Unified Shader Specialization by Co opting C++ Features - HPG 2022
17:43
Temporally Stable Real Time Joint Neural Denoising and Supersampling - HPG 2022