- A Generalizable Light Transport 3D Embedding for Global Illumination
A Generalizable Light Transport 3D Embedding for Global Illumination.
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· <code><advanced><paper><accessible><based><last><link><materials> - 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…
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· <code><advanced><paper><accessible><based><differentiable><introduces><last> - 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…
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· <code><advanced><paper><manzi><accessible><disney><egsr><fixed> - Memory-Efficient BVHs with Merged Nodes for Hardware Ray Tracing
Memory-Efficient BVHs with Merged Nodes for Hardware Ray Tracing.
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· <code><advanced><paper><accessible><based><last><link><path> - Neural Texture Compression using Hypernetworks
Neural Texture Compression using Hypernetworks.
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· <code><advanced><paper><accessible><egsr><gradient><last><link> - Reconstructing Physically Stable 3D Scenes from a Single Image
Reconstructing Physically Stable 3D Scenes from a Single Image is a single research paper with a public REST3D project site, code release, and demo videos.
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· <code><advanced><paper><accessible><image><last><link><reports> - 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…
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· <code><advanced><paper><accessible><based><interactive><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.
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· <code><advanced><paper><accessible><camera><last><lighting><link> - 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…
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· <code><advanced><paper><accessible><based><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,…
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· <code><advanced><paper><accessible><based><interactive><last><link> - Implicit Position-Based Fluids (IPBF)
Implicit Position-Based Fluids (IPBF) presents a Utah Graphics Lab incompressible SPH method by Elie Diaz, Jerry Hsu, Eisen Montalvo-Ruiz, Chris Giles, and Cem Yuksel that uses…
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· <code><advanced><paper><accessible><based><interactive><last><link> - 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…
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· <code><advanced><paper><accessible><based><last><link><neural> - Optimizing spatiotemporal variance-guided filtering for modern GPU architectures
Optimizing spatiotemporal variance-guided filtering for modern GPU architectures.
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· <code><advanced><paper><accessible><based><last><link><path> - 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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· <code><advanced><paper><accessible><based><close><decouples><interactive> - 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…
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· <advanced><paper><accessible><interactive><last><link><path><sampling> - 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…
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· <advanced><paper><accessible><interactive><last><link><path><sampling> - Evaluating and Sampling Glinty NDFs in Constant Time
Evaluating and Sampling Glinty NDFs in Constant Time is a SIGGRAPH Asia 2025 ACM Transactions on Graphics paper by Pauli Kemppinen, Lois Paulin, Theo Thonat, Jean-Marc Thiery,…
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· <advanced><paper><accessible><based><last><link><sampling><supports> - 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…
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· <paper><accessible><disney><gradient><last><link><materials><studios> - Neural Importance Sampling of Many Lights
Neural Importance Sampling of Many Lights presents a SIGGRAPH 2025 Conference Papers method by Pedro Figueiredo, Qihao He, Steve Bako, and Nima Khademi Kalantari for learning…
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· <code><advanced><paper><accessible><last><link><neural><path> - 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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· <code><advanced><paper><accessible><based><fixed><last><lighting>