- 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…
96% match
· <math><advanced><aimed><eurographics><path><researchers><talk><tracing> - 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…
90% match
· <code><math><advanced><aimed><path><researchers><talk><tracing> - EA Sports F1 25: Path Tracing at 200mph
EA Sports F1 25: Path Tracing at 200mph is a recorded talk by Tom Hammersley, presented at GDC Vault.
GDC Vault session by Tom Hammersley (EA Codemasters) on shipping a path…
85% match
· <code><advanced><talk><aimed><path><practical><tracing> - All Rays Lead to Rome: Next-Gen Graphics in Anno 117: Pax Romana
All Rays Lead to Rome: Next-Gen Graphics in Anno 117: Pax Romana is a recorded talk by Aaron Scherzinger, presented at GDC Vault.
GDC Vault talk by Aaron Scherzinger (Ubisoft…
85% match
· <code><advanced><talk><aimed><approach><practical><tracing> - 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…
85% match
· <code><advanced><talk><aimed><path><practical><tracing> - 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.
85% match
· <code><advanced><talk><aimed><gaussian><path><researchers><tracing> - I3D 2025 Papers Session 4 - Filtering & Reconstruction
A YouTube recording of I3D 2025 Papers Session 4 on Filtering and Reconstruction from the I3D Symposium channel.
79% match
· <code><math><advanced><talk><formulations><local><researchers><wave> - 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.
77% match
· <code><math><advanced><optics><researchers><simulation><tracing> - D3D12 LinAlg Matrix Preview
D3D12 LinAlg Matrix Preview is a technical blog article by Ashley Coleman.
DirectX Developer Blog post by Ashley Coleman announcing the D3D12 Linear Algebra Matrix preview APIs…
77% match
· <code><math><advanced><aimed><examples><practical><wave> - 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…
77% match
· <code><math><advanced><local><path><researchers><tracing> - The fog is lifting, volumetric rendering Enshrouded
The fog is lifting, volumetric rendering Enshrouded is a recorded talk by Philipp Krause, presented at Graphics Programming Conference.
Graphics Programming Conference talk on…
73% match
· <code><advanced><talk><aimed><path><practical> - Slang Shading Language Demo & Single-Source Graphics Pipeline Explained
Slang Shading Language Demo & Single-Source Graphics Pipeline Explained is a recorded talk by Adam Kraton, Kevin Napple, presented at NVIDIA developer channel.
Conference talk…
73% match
· <code><advanced><talk><aimed><practical><using> - 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…
73% match
· <code><advanced><talk><contrasts><path><tracing> - GPU Side Input
GPU Side Input is a short technical talk by Timothy Lattis on the Neokineogfx channel about reading controller and keyboard state from GPU shaders late in the frame to cut…
73% match
· <code><advanced><talk><contrasts><path><simulation> - 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…
73% match
· <code><advanced><talk><aimed><local><matt> - The Future of Analytical Materials in a Neural World
The Future of Analytical Materials in a Neural World is an HPG 2025 talk by Andrea Weidlich of NVIDIA on analytical material modeling amid rising neural and generative…
73% match
· <math><advanced><talk><classical><contrasts><researchers> - 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
· <code><talk><aimed><bridging><practical><using> - SIGGRAPH Asia 2025 - Technical Papers Trailer
SIGGRAPH Asia 2025 - Technical Papers Trailer is an official ACMSIGGRAPH YouTube preview of selected technical papers from SIGGRAPH Asia 2025 in Hong Kong.
Highlighted work…
67% match
· <code><math><advanced><talk><gaussian><practitioners><researchers> - 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,…
65% match
· <code><math><advanced><path><researchers><tracing> - GSWT: Gaussian Splatting Wang Tiles
GSWT: Gaussian Splatting Wang Tiles presents a SIGGRAPH Asia 2025 method by Yunfan Zeng, Li Ma, and Pedro V.
65% match
· <code><math><advanced><gaussian><local><researchers>