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
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 1PDF 2PDF 3PDF 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 PDFSlides PDFSupplemental PDF)
2018
Stochastic Light Culling for VPLs on GGX Microsurfaces Yusuke Tokuyoshi, Takahiro Harada, Computer Graphics Forum, 36 (4), pp 55-63 (Paper PDFSlides PDFVideo MP4Supplemental PDF) 2017
Stochastic Light Culling Yusuke Tokuyoshi, Takahiro Harada, The Journal of Computer Graphics Techniques, Vol. 5, No. 1, pp 35-60
(Paper PDFVideo 1 MP4Video 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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