Research Publications
There are many different research teams at AMD, and these teams frequently publish their discoveries (sometimes in conjunction with external partners) to share with others at conferences, in publications, and more.
One of our research teams, the Advanced Rendering Research Group, has a page here on GPUOpen.
The searchable table here points you in the direction of many of our published papers – take a look!
Title | Information | Year |
---|---|---|
Efficient Visibility Reuse for Real-time ReSTIR | Yusuke Tokuyoshi, SIGGRAPH 2024 Talks [11.5MB] (Supplemental PDF [30MB], MP4 video [455MB]) | 2024 |
Bounded VNDF Sampling for the Smith–GGX BRDF | Yusuke Tokuyoshi* and Kenta Eto* (*Equal contributors), Proceedings of the ACM on Computer Graphics and Interactive Techniques, Vol. 7, No. 1 (I3D 2024) (2024) [150MB] (Supplemental PDF [735KB], images [367MB]) | 2024 |
GPU Programming Primitives for Computer Graphics (course) | Daniel Meister, Atsushi Yoshimura, Chih-Chen Kao, SIGGRAPH Asia 2023 (Course notes PDF [1.3MB], course notes link) | 2023 |
Bounded VNDF Sampling for Smith–GGX Reflections | Kenta Eto* and Yusuke Tokuyoshi* (*Equal contributors), SIGGRAPH Asia 2023 Technical Communications, Article 13 (Honorable Mention Award) (2023) (Supplemental PDF) | 2023 |
Real-Time Rendering of Glossy Reflections Using Ray Tracing and Two-Level Radiance Caching |
Kenta Eto, Sylvain Meunier, Takahiro Harada, Guillaume Boissé. SIGGRAPH Asia 2023. | 2023 |
Local Positional Encoding for Multi-Layer Perceptrons | Shin Fujieda, Atsushi Yoshimura, Takahiro Harada. Pacific Graphics 2023, Daejeon, South Korea (Supplemental PDF [28MB]) | 2023 |
Introduction to GPU Radix Sort | Takahiro Harada and Lee Howes, Heterogeneous Computing with OpenCL, 2011 | 2011 |
Neural Intersection Function | Shin Fujieda, Chih-Chen Kao, Takahiro Harada, High Performance Graphics 2023 | 2023 |
Subspace Culling for Ray-Box Intersection | Atsushi Yoshimura, Takahiro Harada, Proceedings of the ACM on Computer Graphics and Interactive Techniques, vol. 6, no. 1, article 8 (Supplemental PDF [1MB]) | 2023 |
Efficient Spatial Resampling Using the PDF Similarity | Yusuke Tokuyoshi, Proceedings of the ACM on Computer Graphics and Interactive Techniques, vol. 6, no. 1, article 4 (I3D 2023 Best Paper Runner-Up Award) (Slides [95MB], MP4 Video [785MB], Reference images [24MB]) | 2023 |
Weighted À-Trous Linear Regression (WALR) for Real-Time Diffuse Indirect Lighting Denoising | Sylvain Meunier, Takahiro Harada. AMD Technical Report No. 22-12-1c2e, December 15 2022. | 2022 |
GI-1.0: A Fast and Scalable Two-level Radiance Caching Scheme for Real-time Global Illumination | Guillaume Boissé, Sylvain Meunier, Heloise de Dinechin, Pieterjan Bartels, Alexander Veselov, Kenta Eto, Takahiro Harada. Demo at SIGGRAPH 2022 (MP4 Video [173MB]) |
2022 |
Performance Comparison of Bounding Volume Hierarchies for GPU Ray Tracing | Daniel Meister (AMD) and Jirí Bittner (Czech Technical University in Prague), Journal of Computer Graphics Techniques (JCGT), vol. 11, no. 4, 1-19 (PDF) | 2022 |
Geometry and Texture Streaming Architecture in Radeon ProRender | Atsushi Yoshimura, Sho Ikeda, Takahiro Harada AMD Technical Report No. 22-10-daf5, October 13 2022 |
2022 |
Fused BVH to Ray Trace Level of Detail Meshes (Tech Report) | Paritosh Kulkarni, Sho Ikeda, Takahiro Harada AMD Technical Report, No. 22-10-b79d |
2022 |
Fused BVH to Ray Trace Level of Detail Meshes | Paritosh Kulkarni, Sho Ikeda, Takahiro Harada SIGGRAPH ASIA 2022, to appear. |
2022 |
Combining GPU Tracing Methods within a Single Ray Query | Pieterjan Bartels, Takahiro Harada SIGGRAPH ASIA 2022 |
2022 |
Progressive Material Caching | Shin Fujieda, Takahiro Harada SIGGRAPH ASIA 2022. |
2022 |
Spatiotemporal Variance-Guided Filtering for Motion Blur |
Max Oberberger, Matthäus G. Chajdas, Rüdiger Westermann, High Performance Graphics 2022 [87MB] (Slides [3.2MB], MP4 Video [171MB]) |
2022 |
HIP RT: A Ray Tracing Library in HIP | Takahiro Harada, High Performance Graphics 2022 Hot3D [1.5MB] | 2022 |
Accurate Diffuse Lighting from Spherical Gaussian Lights | Yusuke Tokuyoshi, SIGGRAPH 2022 Posters [7MB] (Supplemental PDF [124KB], MP4 Video [212MB]) |
2022 |
Compression and Interactive Visualization of Terabyte Scale Volumetric RGBA Data with Voxel-scale Details | Mehmet Oguz Derin, Takahiro Harada, Yusuke Takeda, Yasuhiro Iba, SIGGRAPH 2022 Posters [7MB] | 2022 |
Multi-Fragment Rendering for Glossy Bounces on the GPU | Atsushi Yoshimura, Yusuke Tokuyoshi, Takahiro Harada, EGSR 2022 Industry Track [30MB] (Presentation PDF [4MB]) |
2022 |
Stochastic Light Culling for Single Scattering in Participating Media | Shin Fujieda, Yusuke Tokuyoshi, Takahiro Harada, Eurographics 2022 Short Papers [11MB] (Supplemental PDF [360KB]) |
2022 |
Multi-Resolution Geometric Representation using BoundingVolume Hierarchy for Ray Tracing | Sho Ikeda, Paritosh Kulkarni, Takahiro Harada, AMD Technical Report, No. 22-02-f322 [14MB] | 2022 |
Tiled Reservoir Sampling for Many-Light Rendering | Yusuke Tokuyoshi, AMD Technical Report, No. 21-11-ecdc [93MB] | 2021 |
World-space spatiotemporal reservoir reuse for ray-traced global illumination | Guillaume Boissé, SIGGRAPH Asia 2021 [33MB] | 2021 |
Viewport-Resolution Independent Anti-Aliased Ray Marching on Interior Faces in Cube-Map Space | Tianchen Xu, Wei Zeng, Enhua Wu, SIGGRAPH ASIA 2021 [8MB] | 2021 |
Sparse Volume Rendering using Hardware Ray Tracing and Block Walking | Mehmet Oguz Derin, Takahiro Harada, Yusuke Takeda, Yasuhiro Iba, SIGGRAPH Asia 2021 [27MB] | 2021 |
Unbiased VNDF Sampling for Backfacing Shading Normals | Yusuke Tokuyoshi, SIGGRAPH ’21: ACM SIGGRAPH 2021 Talks, Article No. 8, pp 1–2 (2021) (Abstract PDF [19MB] – Supplemental PDF [7MB]) |
2021 |
Hierarchical Russian Roulette for Vertex Connections | Yusuke Tokuyoshi, Takahiro Harada, ACM Transactions on Graphics, Vol. 38, Issue 4, No. 36, pp 1–12 (Paper PDF, Supplemental PDF 1 – PDF 2 – PDF 3 – PDF 4) |
2019 |
Energy-efficient Global Illumination Algorithms for Mobile Devices using Dynamic Voltage and Frequency Scaling | Young J. Kim, SeongKi Kim, Takahiro Harada, Computers & Graphics Vol. 70, 198-205 | 2018 |
Bidirectional Path Tracing Using Backward Stochastic Light Culling | Yusuke Tokuyoshi, Takahiro Harada, SIGGRAPH ’18: ACM SIGGRAPH 2018 Talks, Article No. 70, pp 1–2 (Abstract PDF – Slides PDF – Supplemental PDF) |
2018 |
Stochastic Light Culling for VPLs on GGX Microsurfaces | Yusuke Tokuyoshi, Takahiro Harada, Computer Graphics Forum, 36 (4), pp 55-63 (Paper PDF – Slides PDF – Video MP4 – Supplemental PDF) | 2017 |
Stochastic Light Culling | Yusuke Tokuyoshi, Takahiro Harada, The Journal of Computer Graphics Techniques, Vol. 5, No. 1, pp 35-60 (Paper PDF – Video 1 MP4 – Video 2 MP4) |
2016 |
Texel shading | Karl Hillesland, Jason Yang, EG ’16: Proceedings of the 37th Annual Conference of the European Association for Computer Graphics: Short Paper, pp 73–76 | 2016 |
The quest for the ray tracing API | A. Keller, I. Wald, T. Harada, D. Kozlov, R. Karrenberg, L. Peterson, T. Hector, SIGGRAPH ’16: ACM SIGGRAPH 2016 Courses, No. 25, pp 1 | 2016 |
A framework to transform in-core GPU algorithms to out-of-core algorithms | Takahiro Harada, I3D ’16: Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games February, pp 179–180 | 2016 |
Semi-Static Load Balancing for Low Latency Ray Tracing on Heterogeneous Multiple GPUs | Takahiro Harada, GPU Pro 7 | 2016 |
Simulation and rendering for millions of grass blades | Zengzhi Fan, Hongwei Li, Karl Hillesland, Bin Sheng, i3D ’15: Proceedings of the 19th Symposium on Interactive 3D Graphics and Games, pp 55–60 | 2015 |
Rendering Vector Displacement Mapped Surfaces in a GPU Ray Tracer | Takahiro Harada, GPU Pro 6 | 2015 |
Two-Level Constraint Solver and Pipelined Local Batching for Rigid Body Simulation on GPUs | Takahiro Harada, GPU Pro 5 | 2014 |
Ray Tracing Irregularly Distributed Samples on Multiple GPUs | Takahiro Harada, Masahiro Fujita, High Performance Graphics Poster | 2014 |
Micro-buffer Rasterization Reduction Method for Environment Lighting Using Point-based Rendering | Takahiro Harada, Graphics Interface, pp 95-102 | 2014 |
Tridiagonal Matrix Formulation for Inextensible Hair Strand Simulation | Dongsoo Han and Takahiro Harada, Workshop on Virtual Reality Interaction and Physical Simulation, pp 11-16 | 2016 |
OpenGL and DirectX | Karl Hillesland, SA ’13: SIGGRAPH Asia 2013 Courses, No. 10, pp 1–79 | 2013 |
GPU compute for graphics | Karl Hillesland, SA ’13: SIGGRAPH Asia 2013 Courses, No.: 9, pp 1–123 | 2013 |
Forward+: A Step Toward Film-style Shading in Real Time | Takahiro Harada, Jay McKee, Jason C. Yang, GPU Pro 4 | 2013 |
Real-time Hair Simulation with Efficient Hair Style Preservation | Dongsoo Han and Takahiro Harada, Workshop on Virtual Reality Interaction and Physical Simulation, pp 45-51 | 2012 |
Forward+: Bringing Deferred Lighting to the Next Level | Takahiro Harada, Jay McKee, Jason C. Yang, Eurographics 2012 – Short Papers, pp 5-8 (2012) | 2012 |
Recent Advances in Real-Time Collision and Proximity Computations for Games and Simulations | Frye, Stephen and Harada, Takahiro and Kim, Young J. and Yoon, Sung-eui, Eurographics 2012 – Tutorials | 2012 |
A 2.5D culling for Forward+ | Takahiro Harada, SA ’12: SIGGRAPH Asia 2012 Technical Briefs, No. 18, pp 1–4 | 2012 |
Compute for graphics | Karl Hillesland, SA ’12: SIGGRAPH Asia 2012 Courses, No.: 4, pp 1–94 | 2012 |
A framework for rendering complex scattering effects on hair | Xuan Yu, Jason C. Yang, Justin Hensley, Takahiro Harada, Jingyi Yu, I3D ’12: Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, pp 111–118 | 2012 |
A space-efficient and hardware-friendly implementation of Ptex | Sujeong Kim, Karl Hillesland, Justin Hensley, SA ’11: SIGGRAPH Asia 2011 Sketches, No.: 31, pp 1–2 | 2011 |
Heterogeneous particle-based simulation | Takahiro Harada, SA ’11: SIGGRAPH Asia 2011 Sketches, No.: 19, pp 1–2 | 2011 |
Recent advances in real-time collision and proximity computations for games and simulations | Sung-eui Yoon, Young J. Kim, Takahiro Harada, SA ’10: ACM SIGGRAPH ASIA 2010 Courses, No.: 22, pp 1–110 | 2010 |
Real-time collision culling of a million bodies on graphics processing units | Fuchang Liu, Takahiro Harada, Youngeun Lee, Young J. Kim, ACM Transactions on Graphics, Vol. 29, (6), No. 154, pp 1–8 | 2010 |
Real-time concurrent linked list construction on the GPU | Jason C. Yang, Justin Hensley, Holger Grün, Nicolas Thibieroz, EGSR’10: Proceedings of the 21st Eurographics conference on Rendering, pp 1297-1304 | 2010 |
Real-time Hybrid Hair Rendering | Erik S. V. Jansson, Matthäus G. Chajdas, Jason Lacroix, Ingemar Ragnemalm. EGSR 2019. | 2019 |
Tiled light trees | Yuriy O’Donnell, Matthäus G. Chajdas. Accepted to ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2017. | 2017 |
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