- Precomputed Lens Transport Maps
Precomputed Lens Transport Maps is an ACM Transactions on Graphics paper by University of Waterloo authors, hosted on arXiv as a PDF.
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· <advanced><paper><accessible><last><link><model><neural><real> - Real-time Neural Six-way Lightmaps
Real-time Neural Six-way Lightmaps proposes a neural method that predicts six-way lightmaps from a camera-view guiding map for dynamic smoke and other participating media in games.
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· <shaders><advanced><paper><accessible><frame><last><link><motion> - Forget Superresolution, Sample Adaptively (when Path Tracing)
Forget Superresolution, Sample Adaptively (when Path Tracing) presents an MPI for Informatics paper by Martin Bálint, Corentin Salaün, Hans-Peter Seidel, and Karol Myszkowski on…
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· <optimization><shaders><advanced><paper><accessible><dlss><frame><last> - 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…
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· <optimization><advanced><paper><accessible><frame><gpus><last><link> - Sample Space Partitioning and Spatiotemporal Resampling for Specular Manifold Sampling
Sample Space Partitioning and Spatiotemporal Resampling for Specular Manifold Sampling presents a Utah Graphics Lab method by Pengpei Hong, Meng Duan, Beibei Wang, Cem Yuksel,…
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· <advanced><paper><accessible><frame><last><link><real><space> - Optimizing spatiotemporal variance-guided filtering for modern GPU architectures
Optimizing spatiotemporal variance-guided filtering for modern GPU architectures.
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· <optimization><shaders><advanced><paper><accessible><frame><gpus><guided> - 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,…
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· <advanced><paper><accessible><appearance><last><link><neural><pixel> - Variable-Rate Texture Compression: Real-Time Rendering with JPEG
Variable-Rate Texture Compression: Real-Time Rendering with JPEG presents companion OpenGL and CUDA source for a Computer Graphics Forum paper by Elias Kristmann, Michael Wimmer,…
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· <optimization><shaders><advanced><paper><accessible><last><link><real> - Neural Visibility Cache for Real-Time Light Sampling
Neural Visibility Cache for Real-Time Light Sampling is a Journal of Computer Graphics Techniques Vol.
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· <optimization><advanced><paper><accessible><last><link><neural><real> - 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…
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· <optimization><shaders><advanced><paper><accessible><frame><last><link> - Adaptive Tetrahedral Grids for Volumetric Path-Tracing
Adaptive Tetrahedral Grids for Volumetric Path-Tracing presents a SIGGRAPH Talks 2025 publication by Anis Benyoub and Jonathan Dupuy of Intel Corporation on the GGX Research…
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· <optimization><advanced><paper><accessible><last><link><pixel><real> - Real-time Image-based Lighting of Glints
Real-time Image-based Lighting of Glints.
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· <shaders><advanced><paper><accessible><frame><last><link><model> - Differentiable Voronoi Ray Tracing Beyond Rasterization Speeds
Differentiable Voronoi Ray Tracing Beyond Rasterization Speeds.
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· <optimization><advanced><paper><accessible><gpus><last><link><real> - Real-Time Level-of-Detail Rendering with ReSTIR
Real-Time Level-of-Detail Rendering with ReSTIR presents a surface point mapping that keeps ReSTIR spatiotemporal sample reuse valid when geometric LoD switches change mesh…
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· <optimization><advanced><paper><accessible><last><link><nvidia><real> - A real time lighting technique for procedurally generated 2d isometric game terrains
A real time lighting technique for procedurally generated 2d isometric game terrains proposes automatic real-time lighting for seed-generated isometric maps by estimating 2D…
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· <shaders><advanced><paper><accessible><gpus><last><link><real> - Real-time Rendering with a Neural Irradiance Volume
Real-time Rendering with a Neural Irradiance Volume presents NIV, a compact neural bake of diffuse indirect lighting for real-time shading of static scenes and novel dynamic…
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· <shaders><advanced><paper><accessible><last><link><neural><real> - CudaForge: An Agent Framework with Hardware Feedback for CUDA Kernel Optimization
CudaForge: An Agent Framework with Hardware Feedback for CUDA Kernel Optimization presents a training-free multi-agent workflow for CUDA kernel generation and optimization by…
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· <optimization><advanced><paper><accessible><last><link><model><one> - 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.
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· <shaders><advanced><paper><accessible><gpus><last><link><real> - The Sad State of Hardware Virtual Textures
The Sad State of Hardware Virtual Textures is a 2025 HAL technical report by Antoine Richermoz and Fabrice Neyret from the MAVERICK team.
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· <optimization><advanced><paper><accessible><gpus><last><link><space> - Drawing Thousands of Meshes with DrawMeshInstanced / Indirect (Toqoz)
Toqoz's November 2019 toqoz.fyi post walks through drawing very large mesh counts in Unity with Graphics.DrawMeshInstanced and Graphics.DrawMeshInstancedIndirect, with C# samples,
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· <shaders><advanced><frame><last><model><one><real><time>