Differentiable Voronoi Ray Tracing Beyond Rasterization Speeds
- Auto-discovered
Bernardo Taveira, Carl Lindström, Joakim Johnander, Fredrik Kahl
Visit resource ↗Description
Differentiable Voronoi Ray Tracing Beyond Rasterization Speeds introduces VoroTracing, a Voronoi-partition differentiable ray tracer for novel view synthesis that cuts per-cell cost toward real-time GPU throughput.
Bernardo Taveira, Carl Lindström, Joakim Johnander, and Fredrik Kahl support fisheye, rolling-shutter, and depth-of-field rays and report competitive Mip-NeRF 360 quality at high FPS.
Readers should know neural rendering and differentiable ray hits on benchmark outdoor datasets.
The arXiv page hosts the PDF and metadata without registration.
Link last verified accessible on 2026-09-27.
Related resources
- Variable rate ray tracing in call of duty: modern warfare 4
SIGGRAPH 2026 Advances in Real-Time Rendering slides by Michał Olejnik (Infinity Ward) on Variable Rate Ray Tracing in Call of Duty: Modern Warfare 4.
100% match · <code><optimization><advanced><competitive><modern><ray><raytracing><real> - Occlusion-Point Reuse for Ray-Traced Ambient Occlusion and Shadow
Occlusion-Point Reuse for Ray-Traced Ambient Occlusion and Shadow is a paper by Haojie Jin, Fujia Su, Zehui Lin, Chenxiao Hu, Jierui Ren, Yuqing Yuan, Yanchen Zhang, Zhongtao…
100% match · <code><optimization><advanced><paper><accessible><effects><last><link> - 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…
100% match · <code><optimization><advanced><paper><accessible><last><link><quality> - Advances in Real-Time Rendering in Games - 2026
Course site for the SIGGRAPH 2026 Advances in Real-Time Rendering in Games sessions, with talk abstracts and downloadable slides from studios including Activision, EA SEED, Sony,…
100% match · <code><optimization><advanced><effects><modern><ray><raytracing><real> - Meshtryoshka: Differentiable Mesh Rendering for Unbounded Scenes
Meshtryoshka: Differentiable Mesh Rendering for Unbounded Scenes introduces nested mesh shells extracted from a signed distance field and rasterized with alpha compositing for…
100% match · <code><math><advanced><paper><accessible><differentiable><field><introduces> - High-Performance Real-Time Implicit Strand-Based Hair Rendering via Software Rasterization
High-Performance Real-Time Implicit Strand-Based Hair Rendering via Software Rasterization presents a deferred software rasterization pipeline for real-time strand-based hair…
100% match · <code><optimization><advanced><paper><accessible><field><high><last> - Memory-Efficient BVHs with Merged Nodes for Hardware Ray Tracing
Memory-Efficient BVHs with Merged Nodes for Hardware Ray Tracing.
100% match · <code><optimization><advanced><paper><accessible><last><link><per> - 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.
100% match · <code><math><advanced><paper><accessible><cell><last><link> - 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…
100% match · <code><advanced><paper><accessible><fps><gpus><last><link> - 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.
100% match · <code><math><advanced><paper><accessible><last><link><ray> - 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…
100% match · <code><math><advanced><paper><accessible><high><last><link> - 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.
100% match · <code><advanced><paper><accessible><last><link><per><real> - Parallelised Differentiable Straightest Geodesics for 3D Meshes
Parallelised Differentiable Straightest Geodesics for 3D Meshes presents a CIRCLE Group Imperial College London CVPR 2026 paper by Hippolyte Verninas, Caner Korkmaz, Stefanos…
100% match · <code><math><advanced><paper><accessible><differentiable><last><link> - Boost your graphics performance with the M5 and A19 GPUs
Boost your graphics performance with the M5 and A19 GPUs is an Apple Developer Tech Talk by Irfan on the Family 10 GPU in M5 and A19 for games and pro Metal apps. It covers…
100% match · <code><optimization><advanced><depth><generation><gpus><ray><raytracing> - MeshSplatting: Differentiable Rendering with Opaque Meshes
MeshSplatting: Differentiable Rendering with Opaque Meshes presents a mesh-based novel view synthesis method by Jan Held and collaborators that jointly optimizes geometry and…
100% match · <code><math><advanced><paper><accessible><differentiable><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,…
100% match · <code><math><advanced><paper><accessible><generation><last><link> - GSWT: Gaussian Splatting Wang Tiles
GSWT: Gaussian Splatting Wang Tiles presents a SIGGRAPH Asia 2025 method by Yunfan Zeng, Li Ma, and Pedro V.
100% match · <code><math><advanced><paper><accessible><last><link><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…
100% match · <code><optimization><advanced><paper><accessible><cost><generation><high> - 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…
100% match · <code><math><optimization><advanced><paper><accessible><last><link> - Optimizing spatiotemporal variance-guided filtering for modern GPU architectures
Optimizing spatiotemporal variance-guided filtering for modern GPU architectures.
100% match · <code><optimization><advanced><paper><accessible><cost><gpus><last>