- A Generalizable Light Transport 3D Embedding for Global Illumination
A Generalizable Light Transport 3D Embedding for Global Illumination.
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· <code><math><advanced><paper><accessible><guiding><illumination><last> - 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…
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· <code><advanced><paper><accessible><count><last><light><link> - Neural Render Proxies for Interactive and Differentiable Lighting
Neural Render Proxies for Interactive and Differentiable Lighting introduces a scene-specific neural render proxy that decouples path sampling from emission so static scenes with…
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· <code><advanced><paper><manzi><accessible><disney><egsr><fixed> - 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.
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· <code><math><advanced><paper><accessible><data><last><link> - 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><peters><accessible><delft><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.
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· <code><math><advanced><paper><accessible><aware><last><link> - 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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· <math><advanced><paper><accessible><aware><last><link><path> - 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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· <code><math><advanced><paper><accessible><compact><illumination><last> - 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><math><advanced><paper><accessible><last><link><path> - 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><last><link><path><proposes> - 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><math><advanced><paper><accessible><compact><count><field> - 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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· <math><advanced><paper><eisemann><peters><accessible><illumination><last> - 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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· <math><advanced><paper><peters><accessible><aware><compact><last> - 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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· <math><paper><accessible><direction><disney><field><last><link> - 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><math><advanced><paper><accessible><last><light><link> - 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><math><advanced><paper><accessible><aware><fixed><illumination> - 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…
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· <code><math><advanced><paper><peters><accessible><last><light> - 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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· <code><advanced><paper><accessible><compact><instead><last><link> - 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…
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· <code><advanced><paper><accessible><allocate><fixed><last><link> - Equal-Area and Quasi-Conformal Mappings between Squares, Discs and Fernández-Guasti Squircles
Equal-Area and Quasi-Conformal Mappings between Squares, Discs and Fernández-Guasti Squircles is Bjorn Vermeersch's JCGT paper on parametric disc–square mappings that send…
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· <math><advanced><paper><accessible><last><link><sample><using>