This page is the home of the Advanced Rendering Research Group at AMD, working on research surrounding graphics and rendering. We look at current and future problems relating to CPU and GPU architectures.
Research topics we study include:
- Real-time rendering algorithms.
- Global illumination using ray tracing.
- Application of Machine Learning to graphics.
Some derivatives from our research activities are turned into some libraries and SDKs.
Our team members comprise a wide variety of people with different backgrounds, and we work together to find solutions to problems. The team is distributed all over the world in Europe, Asia, Australia, and North America.
During the problem-solving phase, we sometimes invent new technologies. We publish this research through academic channels so it can be used by others.
Here are some of our recent research papers:
|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, GPUOpen TechReport due Sept. 2022.
(MP4 Video [173MB])
|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])
|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])
|Stochastic Light Culling for Single Scattering in Participating Media||Shin Fujieda, Yusuke Tokuyoshi, Takahiro Harada, Eurographics 2022 Short Papers [11MB]
(Supplemental PDF [360KB])
|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])
|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)
|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)
|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)
|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)
|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|
|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|
|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|
|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|
|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|
|Introduction to GPU Radix Sort||Takahiro Harada, Lee Howes, Technical Report||2011|
|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|
For the full list of our publications, visit our publications page here on GPUOpen:
Here are some of the projects our team has worked on, and have been made publicly available.
The TressFX library is AMD’s hair/fur rendering and simulation technology. TressFX is designed to use the GPU to simulate and render high-quality, realistic hair and fur.
The lightweight accelerated ray intersection library for DirectX®12 and Vulkan®.
AMD Radeon™ ProRender is a powerful physically-based path traced rendering engine that enables creative professionals to produce stunningly photorealistic images.
Harness the power of machine learning to enhance images with denoising, enabling your application to produce high quality images in a fraction of the time traditional denoising filters take.
Radeon™ Machine Learning (Radeon™ ML or RML) is an AMD SDK for high-performance deep learning inference on GPUs.
AMD FidelityFX Super Resolution (FSR) is our open-source, high-quality, high-performance upscaling solution.
Orochi is a library which loads HIP and CUDA® APIs dynamically, allowing the user to switch APIs at runtime.
Learn even more about our new open source temporal upscaling solution FSR 2, and get the source code and documentation!
HIP RT is a ray tracing library for HIP, making it easy to write ray tracing applications in HIP.
Rendering support for Radeon ProRender in Inventor, using USD and MaterialX technology. Artist and content creation tools using AMD’s technology, particularly Radeon ProRender.
Support in Houdini 19’s Solaris USD system for rendering via Radeon ProRender. Artist and content creation tools using Radeon ProRender.
Rendering support for Radeon ProRender in Maya. Artist and content creation tools using AMD’s technology, particularly Radeon ProRender.
Rendering support for Radeon ProRender in Blender. Artist and content creation tools using AMD’s technology, particularly Radeon ProRender.
MaterialX Library is a collection of high-quality materials and related textures that is available completely for free.
We produce videos to help others to understand our work better, or to go into more detail. Here are some of our recent videos:
Recent blog posts
We regularly write blog posts sharing detailed information on our latest developments and research. Here’s some we’ve produced recently:
Careers with the Advanced Rendering Research Group
And finally, we are always looking for fantastic people to join our research group. We are primarily looking for developers and researchers in and around graphics and machine learning. Feel free to reach out to the authors of the papers listed above if you are interested in joining our team, which may include the opportunity to work remotely. Our contact details can be found in these papers.
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