Hall of Fame 2022

2022S 2.0 h (3 ECTS), 186.192

Johannes Unterguggenberger
Michael Wimmer

Best Solutions: Matthias Hürbe *

Screenshots Effects
  • Alchemy Ambient Obscurance
  • Screen-Space Reflections
  • (Modified) Reinhard Tone Mapping
  • Temporal Anti-Aliasing
  • PN-AEN Triangles
  • Watertight Tessellation

Second-Best Solutions: Jakob Pernsteiner

Screenshots Effects
  • Screen-Space Ambient Occlusion (SSAO)
    • Left: SSAO applied
    • Right: SSAO occlusion factors with bilateral blur
  • Screen-Space Reflections
  • (Modified) Reinhard Tone Mapping

Third-Best Solutions: Gerald Kimmersdorfer *

Screenshots Effects
  • Tessellation with PN-Triangles
  • Frustum Culling and Backface Culling in Tesselation Control Shader
  • Displacement Mapping
  • Camera Distance-Dependant Adaptive Tessellation
  • Tile-Based Deferred Shading with MSAA in Compute Shader
  • Physically-Based Shading

Almost Third Place: Lukas Brunner *

Screenshots Effects
  • Tile-Based Deferred Shading
  • Optimized G-Buffer Layout
  • Manual MSAA Resolve in a Compute Shader


The greyscale image shows the number of visible lights per tile. Higher values mean more lights computed in the respective tile. The color image is the result, which does not differ much from the original rendering other than being rendered more efficiently. The final compute-based rendering path in this exercise renders up to four times faster than the initial unoptimized fragment shader (NVIDIA GTX 850M, 110 light sources => 4.7 fps vs. 15 fps @ 1920x1080).

  • Silhouette-Based Adaptive Tessellation
  • Frustum Culling per Triangle and Backface Culling in Tessellation Control Shader
  • Displacement Mapping
  • Watertight Tessellation

Philip Ferenz

Screenshots Effects
  • Curved PN-Triangles
  • Distance-based Adaptive Tessellation
  • Backface- and View-Frustum Culling
  • Screen-Space Ambient Occlusion
  • Screen-Space Reflections

Moritz Roth

Screenshots Effects
  • Screen Space Ambient Occlusion
  • Screen Space Reflections
  • Tone Mapping
  • Temporal Anti-Aliasing

Andreas Wiesinger

Screenshots Effects
  • RTX: ON
  • Ray-traced shadows on surface via Ray Query
  • Ray-traced reflections: Red spotlight on wall in reflection (and point lights)
  • Displacement strength is always 0 (perfect mirror)
  • -> VIDEO <-
  • RTX: ON
  • Ray-traced shadows on surface via Ray Query
  • Ray-traced reflections
  • Ray-traced shadows in reflections: directional and point lights (see pole shadow in reflection)
  • Displacement strength is always 0 (perfect mirror)
  • RTX: ON
  • Ray-traced shadows on surface via Ray Query
  • Ray-traced reflections: Red spotlight on wall in reflection (and point lights)
  • Varying displacement strength over time
  • -> VIDEO <-

Elias Kristmann

Screenshots Effects
  • Frustum and Backface Culling for Tessellated Triangles: OFF
  • Displacement Mapping
  • Watertight Tessellation
  • Frustum and Backface Culling for Tessellated Triangles: ON
  • Displacement Mapping
  • Watertight Tessellation

Johannes Ernst Pauschenwein

Screenshots Effects
  • Left: Occlusion Factors
  • Middle: Screen Space Ambient Occlusion ON
  • Right: Screen Space Ambient Occlusion OFF

Martin Novak

Screenshots Effects
  • Screen-Space Ambient Occlusion
  • Reinhard Tone Mapping
  • Screen-Space Reflections

Viktoria Pogrzebacz

Screenshots Effects
  • Screen-Space Ambient Occlusion
  • Screen-Space Reflections
  • Reinhard Tone Mapping
  • Tone Mapping Temporal Adaption through Boitard et al. 2012

* The PVDC Award is a decoration for particularly valuable discussion contributions.