Papers

2026

  • Squids Radiated Globally Prior to the Cretaceous−Paleogene Mass Extinction
    Shin Ikegami, Kanta Sugiura, Mehmet Oguz Derin, Yusuke Takeda, Jörg Mutterlose, Shintaro Sasaki, Neil H. Landman, Takahiro Harada, Kazuki Tainaka, Aya Kubota, Harufumi Nishida, Yasuhiro Iba
    GeologyGeology
  • Earliest Octopuses Were Giant Top Predators in Cretaceous Oceans
    Shin Ikegami, Jörg Mutterlose, Kanta Sugiura, Yusuke Takeda, Mehmet Oguz Derin, Aya Kubota, Kazuki Tainaka, Takahiro Harada, Harufumi Nishida, Yasuhiro Iba
    Science, Vol. 392, 406-410science.orgNational GeographicNature
  • PEPS: Positional Encoding Projected Sampling
    Guillaume Perez, Janarbek Matai, Takahiro Harada
    ACM SIGGRAPH Symposium on Interactive 3D Graphics and GamesArxivACMSlide
  • Voxel Deformation-Aware Neural Intersection Function
    Chih-Chen Kao, Grzegorz Makowski, Shin Fujieda, Takahiro Harada
    Eurographics Short PaperArxivEG
  • Ray Tracing in HIP
    Atsushi Yoshimura, Kenta Eto, Daniel Meister, Takahiro Harada
    AMD Technical ReportArxiv
  • The oldest sepioid cephalopod from the Cretaceous discovered by Digital fossil-mining with zero-shot learning AI
    Kanta Sugiura, Shin Ikegami, Yusuke Takeda, Jörg Mutterlose, Mehmet Oguz Derin, Aya Kubota, Harufumi Nishida, Kazuki Tainaka, Takahiro Harada, Neil H. Landman, Yasuhiro Iba
    Communications Biologynature.com

2025

  • Fast First-Hit Determination for Large and Composite Sparse Volumetric Data Structures with Mesh Shaders
    Mehmet Oguz Derin, Takahiro Harada
    SIGGRAPH ASIA 2025 PostersACM
  • Geometric Integration for Neural Control Variates
    Daniel Meister, Takahiro Harada
    Pacific GraphicsArxivEG
  • Shin Fujieda, Chih-Chen Kao, Takahiro Harada
    Proceedings of the ACM on Computer Graphics and Interactive Techniques, Volume 8, Issue 1, Article No. 17, Pages 1-18PDFACMSlideVideo
  • Nature Visible Only Digitally
    Yasuhiro Iba, Aya Kubota, Yusuke Takeda, Mehmet Oguz Derin, Shin Ikegami, Jörg Mutterlose, Takahiro Harada, Tomonori Takeuchi, Kazuki Tainaka
    Patterns, Volume 6, Issue 4, 101210HTML

2024

  • Hierarchical Light Sampling with Accurate Spherical Gaussian Lighting
    Yusuke Tokuyoshi, Sho Ikeda, Paritosh Kulkarni, Takahiro Harada
    SIGGRAPH ASIA 2024 Conference PapersPDFACMCode
  • Gradient Traversal: Accelerating Real-Time Rendering of Unstructured Volumetric Data
    Mehmet Oguz Derin, Takahiro Harada
    SIGGRAPH ASIA 2024 PostersACM
  • Daniel Meister, Paritosh Kulkarni, Aaryaman Vasishta, Takahiro Harada
    High Performance Graphics
  • Shin Fujieda, Takahiro Harada
    MAM-MANER EGSRArxivEG

2023

  • Real-time Rendering of Glossy Reflections using Ray Tracing and Two-level Radiance Caching
    Kenta Eto, Sylvain Meunier, Takahiro Harada, Guillaume Boissé
    ACM SIGGRAPH ASIA Technical CommunicationsACM
  • Shin Fujieda, Atsushi Yoshimura, Takahiro Harada
    Pacific Graphics Short Papers and PostersArxivEG
  • Shin Fujieda, Chih-Chen Kao, Takahiro Harada
    High-Performance Graphics - Symposium Papers, 43-53ArxivEGVideo
  • Subspace Culling for Ray-Box Intersection
    Atsushi Yoshimura, Takahiro Harada
    Proceedings of the ACM on Computer Graphics and Interactive Techniques, Vol. 6, No. 1ArxivACMVideo

2022

  • 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
  • Geometry and Texture Streaming Architecture in Radeon ProRender
    Atsushi Yoshimura, Sho Ikeda, Takahiro Harada
    AMD Technical Report No. 22-10-daf5, October 13
  • Progressive Material Caching
    Shin Fujieda, Takahiro Harada
    ACM SIGGRAPH ASIA Technical CommunicationsPDF
  • Combining GPU Tracing Methods within a Single Ray Query
    Pieterjan Bartels, Takahiro Harada
    ACM SIGGRAPH ASIA Technical CommunicationsPDF
  • Fused BVH to Ray Trace Level of Detail Meshes
    Paritosh Kulkarni, Sho Ikeda, Takahiro Harada
    ACM SIGGRAPH ASIA PostersAMD Technical Report, No. 22-10-b79d
  • Guillaume Boissé, Sylvain Meunier, Heloise de Dinechin, Pieterjan Bartels, Alexander Veselov, Kenta Eto, Takahiro Harada
    AMD Technical Report, No. 22-10-9831, October 18PDF
  • 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
  • Shin Fujieda, Yusuke Tokuyoshi, Takahiro Harada
    Eurographics 2022 Short PapersPDF
  • Multi-Fragment Rendering for Glossy Bounces on the GPU
    Atsushi Yoshimura, Yusuke Tokuyoshi, Takahiro Harada
    EGSR 2022 Industry Track
  • Sho Ikeda, Paritosh Kulkarni, Takahiro Harada
    AMD Technical Report, No. 22-02-f322PDF

2021

  • Sparse Volume Rendering using Hardware Ray Tracing and Block Walking
    Mehmet Oguz Derin, Takahiro Harada, Yusuke Takeda, Yasuhiro Iba
    SIGGRAPH Asia 2021 Technical Communications, Article No. 19, Pages 1-4PDFACM

2019

  • フレッシュマンに向けたプログラミングのススメ:9.これから世界を視野に入れて働くエンジニアへ
    原田隆宏
    会誌「情報処理」, Vol.60, No.6LINK
  • Hierarchical Russian Roulette for Vertex Connections
    Yusuke Tokuyoshi, Takahiro Harada
    ACM Transactions on Graphics 38, 4, 36

2018

  • Bidirectional Path Tracing Using Backward Stochastic Light Culling
    Yusuke Tokuyoshi, Takahiro Harada
    ACM SIGGRAPH 2018 Talks
  • 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, 198-205Link

2017

  • Stochastic Light Culling for VPLs on GGX Microsurfaces
    Yusuke Tokuyoshi, Takahiro Harada
    Computer Graphics Forum 36, 4 (EGSR 2017)

2016

2014

  • Ray Tracing Irregularly Distributed Samples on Multiple GPUs
    Takahiro Harada, Masahiro Fujita
    High Performance Graphics PosterProjectAbstract
  • Micro-buffer Rasterization Reduction Method for Environment Lighting Using Point-based Rendering
    Takahiro Harada
    Graphics InterfacePaper

2013

  • Tridiagonal Matrix Formulation for Inextensible Hair Strand Simulation
    Dongsoo Han, Takahiro Harada
    VRIPHYS, 11-16Paper

2012

  • A 2.5D Culling for Forward+
    Takahiro Harada
    SIGGRAPH ASIA 2012 Technical Brief, No.18PDFSlide
  • Real-time Hair Simulation with Efficient Hair Style Preservation
    Dongsoo Han, Takahiro Harada
    VRIPHYS, 5-8EGSlideSimulation tech of TressFX
  • Takahiro Harada, Jay McKee, Jason C. Yang
    Eurographics Short Paper, 5-8PaperSlide
  • A Framework for Rendering Complex Scattering Effects on Hair
    Xuan Yu, Jason C. Yang, Justin Hensley, Takahiro Harada, Jingyi Yu
    Proceedings of ACM SIGGRAPH Symposium on Interactive 3D Graphics & Games, 111-118Rendering tech of TressFX

2011

  • Heterogeneous Particle-Based Simulation
    Takahiro Harada
    SIGGRAPH ASIA 2011 Sketch, No.19PDFACM
  • A Parallel Constraint Solver for a Rigid Body Simulation
    Takahiro Harada
    SIGGRAPH ASIA 2011 Sketch, No.22ACMPaper

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, SIGGRAPH ASIAPDFACM

2009

  • Fast Rendering of Particle-Based Fluid by Utilizing Simulation Data
    Ren Yasuda, Takahiro Harada, Yoichiro Kawaguchi
    Eurographics Short PaperEG

2008

  • Massive Particles: Particle-based Simulations on Multiple GPUs
    Takahiro Harada, Issei Masaie, Seiichi Koshizuka, Yoichiro Kawaguchi
    SIGGRAPH 2008 Talk
  • Real-Time Simulation of Granular Materials using Graphics Hardware
    Ren Yasuda, Takahiro Harada, Yoichiro Kawaguchi
    International Conference on Computer Graphics, Imaging and Visualisation, 28-31
  • Multi-physics Simulation for Micro Fluidic Devices Using Moving Particle Semi-Implicit Method
    Seiichi Koshizuka, Yukihito Suzuki, Takahiro Harada
    Proc. of WCCM8/ECOMAS2008
  • A Wall Boundary Computation Model by Polygons for Moving Particle Semi-Implicit Method
    Takahiro Harada, Seiichi Koshizuka, Katsunori Shimazaki
    Proc. of WCCM8/ECOMAS2008to Appear

2007

  • Slided Data Structure for Particle-based Simulations on GPUs
    Takahiro Harada, Seiichi Koshizuka, Yoichiro Kawaguchi
    Proc. of GRAPHITE, 55-62
  • Real-time Coupling of Fluids and Rigid Bodies
    Takahiro Harada, Masayuki Tanaka, Seiichi Koshizuka, Yoichiro Kawaguchi
    Asian-Pacific Congress on Computational MechanicsThe Best Computer Visualization Award
  • Construction of Non-Blobby Surface from Particles
    Takahiro Harada, Seiichi Koshizuka, Yoichiro Kawaguchi
    Eurographics Short Paper, 41-44EGThe Best Poster Prize
  • Real-time Particle-based Simulation on GPUs
    Takahiro Harada, Masayuki Tanaka, Seiichi Koshizuka, Yoichiro Kawaguchi
    SIGGRAPH 2007 Poster
  • Elastic Objects for Computer Graphic Field using MPS method
    Masahiro Kondo, Masayuki Tanaka, Takahiro Harada, Seiichi Koshizuka
    SIGGRAPH 2007 Poster
  • Real-time Rendering of Dynamic Clouds
    Yuki Shimada, Mikio Shinya, Michio Shiraishi, Takahiro Harada
    SIGGRAPH 2007 Poster
  • Real-time Fluid Simulation Coupled with Cloth
    Takahiro Harada, Seiichi Koshizuka, Yoichiro Kawaguchi
    Proc. of Theory and Practice of Computer Graphics, 13-20EGKen Brodlie Prize for Best Paper, Third Place
  • Smoothed Particle Hydrodynamics on GPUs
    Takahiro Harada, Seiichi Koshizuka, Yoichiro Kawaguchi
    Proc. of Computer Graphics International, 63-70
  • Acceleration of Rigid Body Simulation using Graphics Hardware
    Takahiro Harada, Masayuki Tanaka, Seiichi Koshizuka, Yoichiro Kawaguchi
    Symposium on Interactive 3D Graphics and Games
  • Smoothed Particle Hydrodynamics in Complex Shapes
    Takahiro Harada, Seiichi Koshizuka, Yoichiro Kawaguchi
    Spring Conference on Computer Graphics, 235-2411st The Best Paper Award
  • Acceleration of Smoothed Particle Hydrodynamics using Graphics Hardware
    Takahiro Harada, Seiichi Koshizuka, Yoichiro Kawaguchi
    International Conference on Computational Methods
  • Improvement of the Boundary Conditions in Smoothed Particle Hydrodynamics
    Takahiro Harada, Seiichi Koshizuka, Yoichiro Kawaguchi
    Computer Graphics & Geometry, Vol. 9, No. 3, 2-15LINK

2006

  • Meshless Simulation for Micro Droplet Generation
    Takahiro Harada, Yukihito Suzuki, Seiichi Koshizuka, Takahiro Arakawa, Shuichi Shoji
    Proc. of Micro Total Analysis Systems, Vol.1, 86-89
  • Simulation of Droplet Generation in Micro Flow using MPS Method
    Takahiro Harada, Yukihito Suzuki, Seiichi Koshizuka, Takahiro Arakawa, Shuichi Shoji
    Japan Society of Mechanical Engineering International Journal Series B, Vol.49, No.3, 731-736INDEX
  • Real-time Cloth Simulation Interacting with Deforming High-Resolution Models
    Takahiro Harada, Seiichi Koshizuka
    SIGGRAPH 2006 Poster, 129ACM Student Research Competition Finalist
  • Numerical Analysis of Micro Multi-phase Flow using MPS Method
    Takahiro Harada, Yukihito Suzuki, Seiichi Koshizuka, Takahiro Arakawa, Shuichi Shoji
    Proc. of 7th World Congress on Computational Mechanics, 1223

2005

  • Numerical Analysis of Micro Droplet Generation using a Particle Method
    Takahiro Harada, Yukihito Suzuki, Seiichi Koshizuka, Takahiro Arakawa, Shuichi Shoji
    Proc. of Micro Total Analysis Systems, Vol.1, 638-640

Conference Talks

2022

  • HIP RT: A Ray Tracing Library in HIP
    Takahiro Harada
    High Performance Graphics 2022 Hot3D

2018

  • Real-Time Ray-Tracing Techniques for Integration into Existing Renderers
    Takahiro Harada
    GDC

2017

  • Radeon ProRender and Radeon Rays in a Gaming Rendering Workflow
    Takahiro Harada
    GDC
  • Stochastic Light Culling
    Yusuke Tokuyoshi, Takahiro Harada
    I3DSlide + Code

2016

  • The Quest for The Ray Tracing API
    A. Keller, I. Wald, T. Harada, D. Kozlov, R. Karrenberg, L. Peterson, T. Hector
    SIGGRAPH CourseProject
  • Multiplatform GPU Ray-Tracing Solutions With FireRender and FireRays
    Takahiro Harada, Dmitry Kozlov
    GDC

2014

  • Foveated Ray Tracing for VR on Multiple GPUs
    Takahiro Harada
    SIGGRAPH ASIA 2014 Course

2013

  • モンテカルロレイトレーシングの基礎からOpenCLによる実装まで
    Takahiro Harada
    CEDECSlide
  • Real-time Hair Simulation and Rendering for Games(ゲームのためのリアルタイムヘアーシミュレーションとレンダリング)
    Dongsoo Han, Takahiro Harada
    CEDECSlide
  • 西川善司の「CEDEC 2013」ゲーム開発マニアックス(グラフィックス編)
    CEDEC

2012

  • The AMD Leo Demo Deep Dive
    Takahiro Harada, Jay McKee
    CEDECSlide
  • PTex and Vector Displacement in AMD Demos
    CEDEC
  • Forward Rendering Pipeline for Modern GPUs
    Jay McKee, Takahiro Harada
    GDC Europe
  • GPU Accelerated Rigid Body and Soft Body Game Physics
    Erwin Coumans, Takahiro Harada
    AMD Fusion Developer SummitSlide
  • Recent Advances in Real-Time Collision and Proximity Computations for Games and Simulations
    S. Frye, T. Harada, Y. J. Kim, S.-e. Yoon
    Eurographics
  • Physics for Game Programmers
    Takahiro Harada
    Game Developers Conference

2011

  • OpenCL by Example
    Justin Hensley, Derek Gerstmann, Takahiro Harada
    SIGGRAPH ASIA 2011 Course
  • Game Programming on Hybrid CPU-GPU Architectures
    Takahiro Harada, Erwin Coumans
    Destruction for Games, CEDEC
  • Physics Panel Discussion
    Takahiro Harada
    CEDEC
  • Destruction and Dynamics for Film and Game Production
    Takahiro Harada
    SIGGRAPH CourseSlide
  • Physics Simulation on Fusion Architecture
    Takahiro Harada
    AMD Fusion Developer SummitSlide
  • Designing Physics Algorithms for GPU Architecture
    Takahiro Harada
    Physics for Game Programmers, Game Developers Conference
  • DX11 Techniques in HK2207
    Takahiro Harada
    AMD's Favorite Techniques, Game Developers Conference

2010

  • OpenCL by Example
    Justin Hensley, Derek Gerstmann, Takahiro Harada
    SIGGRAPH ASIA 2010 Course
  • Physics Panel Discussion
    Takahiro Harada
    CEDEC
  • Recent Advances in Real-Time Collision and Proximity Computations for Games and Simulations
    Sung-Eui Yoon, Takahiro Harada, Young J. Kim
    SIGGRAPH ASIA 2010 Course
  • Physics Simulations on the GPU
    Takahiro Harada
    Physics for Programmers, Game Developers Conference

2009

  • Parallelizing the Physics Pipeline: Physics Simulations on the GPU
    Takahiro Harada
    Math for Programmers / Physics for Programmers (Tutorial), Game Developers Conference

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