- Practically Utilizing Neural Networks in CPU-based Production Rendering
Practically Utilizing Neural Networks in CPU-based Production Rendering presents a Journal of Computer Graphics Techniques paper by Steve Bako, Ryusuke Villemin, and Magnus…
92% match
· <math><optimization><advanced><paper><accessible><last><link><shows> - Memory-Efficient BVHs with Merged Nodes for Hardware Ray Tracing
Memory-Efficient BVHs with Merged Nodes for Hardware Ray Tracing.
85% match
· <optimization><advanced><paper><accessible><bounding><last><link><verified> - On the Accuracy of Surface Scattering Theories
On the Accuracy of Surface Scattering Theories compares Microfacet and Generalized Harvey-Shack predictions derived from AFM and profilometer-measured metal surfaces against…
85% match
· <math><advanced><paper><accessible><argues><last><link><shows> - Nexels: Neurally-Textured Surfels for Real-Time Novel View Synthesis with Sparse Geometries
Nexels: Neurally-Textured Surfels for Real-Time Novel View Synthesis with Sparse Geometries presents a research project page by Victor Rong, Jan Held, Victor Chu, Daniel Rebain,…
85% match
· <math><advanced><paper><accessible><last><link><primitive><two> - Jackknife Transmittance and MIS Weight Estimation
Jackknife Transmittance and MIS Weight Estimation is a SIGGRAPH Asia 2025 paper by Christoph Peters, published in ACM Transactions on Graphics and summarized on the Moments in…
85% match
· <math><advanced><paper><accessible><last><link><simd><two> - Quadric-Based Silhouette Sampling for Differentiable Rendering
Quadric-Based Silhouette Sampling for Differentiable Rendering presents a SIGGRAPH 2025 ACM TOG paper by Mariia Soroka, Christoph Peters, and Steve Marschner on importance…
85% match
· <math><advanced><paper><accessible><bounding><last><link><rejection> - Real-time Rendering with a Neural Irradiance Volume
Real-time Rendering with a Neural Irradiance Volume is the Eurographics 2026 paper by Arno Coomans, Giacomo Nazzaro, and coauthors from Huawei Technologies and Graz University of…
79% match
· <math><optimization><advanced><paper><accessible><last><link><objects> - Iterative Lightmap Updates for Scene Editing
Iterative Lightmap Updates for Scene Editing is a Pacific Graphics 2025 conference paper by Guowei Lu, Christoph Peters, Petr Kellnhofer, and Elmar Eisemann, hosted on the…
79% match
· <math><optimization><advanced><paper><accessible><last><link><objects> - No More Shading Languages: Compiling C++ to Vulkan Shaders
No More Shading Languages: Compiling C++ to Vulkan Shaders presents a High-Performance Graphics 2025 paper by H.
79% match
· <advanced><paper><accessible><argues><last><link><proposes><verified> - Compact Neural Appearance Models for Efficient Gaussian Splatting
Compact Neural Appearance Models for Efficient Gaussian Splatting.
73% match
· <optimization><advanced><paper><accessible><last><link><primitive><verified> - Illumination-Aware Spatial Subdivision for Path Guiding
Illumination-Aware Spatial Subdivision for Path Guiding proposes splitting path-guiding k-d trees using lookahead cells that store compact light-field signatures (mean radiance…
73% match
· <math><advanced><paper><accessible><last><link><proposes><verified> - Multi-Layer Reservoir Splatting for Temporal Reuse under Disocclusion
Multi-Layer Reservoir Splatting for Temporal Reuse under Disocclusion.
73% match
· <optimization><advanced><paper><accessible><cut><last><link><verified> - Dual Contouring of Signed Distance Data
Dual Contouring of Signed Distance Data is a SIGGRAPH 2026 paper with a Columbia Graphics project page linking the PDF, source, and talk materials.
73% match
· <math><advanced><paper><accessible><last><link><proposes><verified> - Gaussian Point Splatting
Gaussian Point Splatting proposes a stochastic method for rendering massive 3D Gaussian Splatting scenes by sampling pixel-sized opaque points from Gaussians, splatting via…
73% match
· <optimization><advanced><paper><accessible><last><link><proposes><verified> - Neural Gabor Splatting: Enhanced Gaussian Splatting with Neural Gabor for High-frequency Surface Reconstruction
Neural Gabor Splatting: Enhanced Gaussian Splatting with Neural Gabor for High-frequency Surface Reconstruction augments each 3D Gaussian with a lightweight MLP that models…
73% match
· <math><advanced><paper><accessible><last><link><primitive><verified> - Optimizing spatiotemporal variance-guided filtering for modern GPU architectures
Optimizing spatiotemporal variance-guided filtering for modern GPU architectures.
73% match
· <optimization><advanced><paper><accessible><last><link><proposes><verified> - Towards Robust Agentic CUDA Kernel Benchmarking, Verification, and Optimization
Towards Robust Agentic CUDA Kernel Benchmarking, Verification, and Optimization presents a Sakana AI paper introducing robust-kbench and an agentic pipeline that translates…
73% match
· <optimization><advanced><paper><accessible><argues><last><link><verified> - Real-Time GPU Tree Generation
Real-Time GPU Tree Generation presents a High-Performance Graphics 2025 symposium paper by Bastian Kuth, Max Oberberger, Carsten Faber, Pirmin Pfeifer, Seyedmasih Tabaei, Dominik…
73% match
· <optimization><advanced><paper><accessible><argues><last><link><verified> - Real-Time Importance Deep Shadows Maps with Hardware Ray Tracing
Real-Time Importance Deep Shadows Maps with Hardware Ray Tracing presents a 2025 Computer Graphics Forum paper by Rene Kern, Felix Brull, and Thorsten Grosch on real-time deep…
73% match
· <optimization><advanced><paper><accessible><last><link><proposes><verified> - Steerable Perlin Noise
Steerable Perlin Noise presents a SIGGRAPH Talks 2025 note by Jacob Rice of Walt Disney Animation Studios that adds controllable anisotropy to classic Perlin noise while keeping…
71% match
· <math><paper><accessible><last><link><two><verified>