EGSR 2026: Lighting-Consistent Object Transfer Across Radiance Fields
- Auto-discovered
Nicolas Violante, George Kopanas, Linus Franke, Julien Philip, George Drettakis
Visit resource ↗Description
EGSR 2026: Lighting-Consistent Object Transfer Across Radiance Fields is the Eurographics Symposium on Rendering 2026 talk video for the DOT3D paper by Nicolas Violante, George Kopanas, Linus Franke, Julien Philip, and George Drettakis.
The method transfers objects between 3D Gaussian Splatting scenes by compositing, rendering inconsistent views, harmonizing each view with a fine-tuned FLUX diffusion model, then post-optimizing Gaussian colors for multi-view coherence while geometry stays fixed.
Advanced neural rendering and scene-editing audiences will follow the 3DGS and diffusion assumptions. Code and weights appear via INRIA GraphDeco and Hugging Face.
YouTube hosts the walkthrough; the CGF article and EG Digital Library entry carry full evaluations. The work is already cited in discussions of practical splat-based object transfer.
Related resources
- Precise lighting control in diffusion models by drawing shadows
Precise lighting control in diffusion models by drawing shadows is a recorded talk by Frédéric Fortier-Chouinard, presented at Voxel51. Talk by Frédéric Fortier-Chouinard on…
100% match · <advanced><talk><aimed><consistent><lighting><listing><object><researchers> - SIGGRAPH 2025 Technical Papers Trailer
This ACMSIGGRAPH YouTube video is the official SIGGRAPH 2025 Technical Papers Trailer.
85% match · <talk><across><consistent><editing><lighting><practitioners><video><youtube> - I3D 2025 Papers Session 6 - Neural & Splatting
A YouTube recording of I3D 2025 Papers Session 6 on Neural and Splatting, hosted on the I3D Symposium channel.
81% match · <shaders><advanced><talk><aimed><field><radiance><researchers><video> - 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…
77% match · <advanced><aimed><editing><researchers><scene><talk><working> - REAC 2025 Anvil Rendering Architecture
This is a REAC 2025 conference talk video by Nicolas Lopez and Michel Bouchard of Ubisoft about Anvil's rendering architecture as a centralized monorepo engine shared across…
75% match · <advanced><talk><across><nicolas><video><working><youtube> - I3D 2025 Papers Session 3 - Animation & Voxels
This I3D 2025 Papers Session 3 recording is a YouTube video from the I3D Symposium channel.
75% match · <advanced><talk><representations><researchers><video><working><youtube> - REAC 2025 Evolving Global Illumination in Overwatch 2
A REAC 2025 talk by Will Pierce, senior graphics programmer on Blizzard Team 4, about evolving diffuse global illumination in Overwatch 2.
75% match · <advanced><talk><across><lighting><radiance><video><youtube> - Raytracing Voxels in Teardown and Beyond
Raytracing Voxels in Teardown and Beyond is a recorded talk by Gabe Rundlett, Dennis Gustafsson, presented at Graphics Programming Conference. Graphics Programming Conference…
73% match · <shaders><advanced><talk><aimed><listing><video><working> - I'm making a game engine based on dynamic signed distance fields (SDFs)
I'm making a game engine based on dynamic signed distance fields (SDFs) is a YouTube technical overview by Mike Turitzin of a solo-built engine focused on high-fidelity editable…
73% match · <advanced><field><fields><representations><talk><video><youtube> - Raymarching Distance Fields : Concepts and Implementation in Unity (Adrianb)
Adrian Biagioli’s 2016 writeup introduces raymarching signed distance fields entirely in a Unity screen-space image effect on a full-screen quad - no mesh geometry per object. Covers view-frustum ray setup, analytic SDF composition, march loops, basic lighting, and depth-buffer occlusion against traditional mesh renderers.
71% match · <shaders><advanced><field><fields><object><scene><working> - Slang: Bridging Graphics and Machine Learning
Slang: Bridging Graphics and Machine Learning is a recorded talk by Shannon Woods, presented at High-Performance Graphics (HPG). HPG talk by Shannon Woods (NVIDIA / Khronos…
71% match · <shaders><talk><aimed><listing><video><working> - Inside 007 First Light - A Deep Dive Into The Evolved Glacier Engine
Inside 007 First Light - A Deep Dive Into The Evolved Glacier Engine is a free YouTube video on the Digital Foundry channel. Digital Foundry sponsored interview with IO…
71% match · <aimed><editing><listing><practitioners><video><youtube> - 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…
71% match · <shaders><advanced><fields><lighting><object><representations><researchers> - SIGGRAPH 2025 Advances in Real-Time Rendering in Games: Fast as Hell: idTech8 Global Illumination
[video] SIGGRAPH 2025 Advances in Real-Time Rendering in Games: Fast as Hell: idTech8 Global Illumination is a YouTube recording of Tiago Sousa's Advances talk on idTech8 global…
69% match · <shaders><advanced><talk><across><radiance><video><youtube> - SIGGRAPH 2025 Advances: STOCHASTIC TILE-BASED LIGHTING IN HYPEHYPE
SIGGRAPH 2025 Advances: STOCHASTIC TILE-BASED LIGHTING IN HYPEHYPE is a SIGGRAPH Advances in Real-Time Rendering talk by Jarkko Lempiäinen of HypeHype on mobile-friendly…
69% match · <shaders><advanced><talk><across><consistent><lighting><youtube> - Avowed: A GPU Technical Retrospective | Unreal Fest Orlando 2025
Avowed: A GPU Technical Retrospective is a recorded Unreal Fest Orlando 2025 talk by Matt Campbell, lead graphics engineer at Obsidian Entertainment, on GPU work for the shipped…
69% match · <shaders><advanced><talk><across><aimed><video><youtube> - The Future of Path Tracing | Best Practices, Optimizations & Future Standards
The Future of Path Tracing | Best Practices, Optimizations & Future Standards is a recorded talk published on the NVIDIA developer channel channel. NVIDIA GDC 2026 talk on…
67% match · <advanced><talk><aimed><lighting><listing><video> - Sparse Radiance Cascades: goodbye screenspace
[video] Sparse Radiance Cascades: goodbye screenspace is a short demo video by Alexander Sannikov showing an update to a sparse radiance cascades GI experiment. The description…
67% match · <shaders><advanced><lighting><practitioners><radiance><video><youtube> - Physically Based Rendering: Putting Pieces Together - Paweł Stolecki || CD Projekt Red ||
Physically Based Rendering: Putting Pieces Together is a Game Industry Conference 2024 talk by Pawel Stolecki of CD Projekt Red that maps how PBR lighting topics interlock for…
67% match · <shaders><talk><across><aimed><lighting><youtube> - Smooth-Maximum, the most useful function
Smooth-Maximum, the most useful function is a free YouTube video on the Inigo Quilez channel. Inigo Quilez video deriving smooth maximum functions from algebraic rewrites of…
65% match · <shaders><aimed><listing><video><working><youtube>