- Gabor Fields: Orientation-Selective Level-of-Detail for Volume Rendering
Gabor Fields: Orientation-Selective Level-of-Detail for Volume Rendering presents anisotropic Gabor kernels as an alternative to Gaussian primitives for volumetric path tracing,…
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· <code><advanced><paper><accessible><last><link><page><project> - 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><optimization><advanced><paper><lin><zhang><accessible><domain> - 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><comparisons><last><link><page> - 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><optimization><advanced><paper><yuksel><accessible><lab><last> - 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><comparisons><domain><last><link> - 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><advanced><paper><accessible><comparisons><domain><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><advanced><paper><accessible><domain><last><link><page> - Ultra-fast Screen-Space Refractions and Caustics via Newton's Method
Ultra-fast Screen-Space Refractions and Caustics via Newton's Method replaces standard screen-space ray marching with Newton's method root finding against G-buffer depth for…
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· <code><advanced><paper><accessible><depth><last><link><ray> - 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><lin><accessible><comparisons><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><hong><lin><yuksel><accessible><comparisons> - 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><yuksel><accessible><interactive><lab><last> - GSWT: Gaussian Splatting Wang Tiles
GSWT: Gaussian Splatting Wang Tiles presents a SIGGRAPH Asia 2025 method by Yunfan Zeng, Li Ma, and Pedro V.
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· <code><advanced><paper><accessible><last><link><multi><page> - 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><comparisons><interactive><last><link> - 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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· <optimization><advanced><paper><accessible><interactive><last><link><page> - 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><depth><interactive><last><link><multiple> - 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><optimization><advanced><paper><accessible><last><link><multi> - A Texture Streaming Pipeline for Real-Time GPU Ray Tracing
A Texture Streaming Pipeline for Real-Time GPU Ray Tracing is a SIGGRAPH 2025 Talks paper by Mark Lee, Nathan Zeichner, and Yining Karl Li from Disney Animation on streaming Ptex…
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· <code><optimization><advanced><paper><accessible><comparisons><interactive><last> - 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><advanced><paper><accessible><interactive><last><link><page> - 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><optimization><advanced><paper><accessible><last><link><page> - 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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· <code><optimization><advanced><paper><accessible><last><link><page>