- A Texture Lookup Approach to Bézier Curve Evaluation on the GPU
A Texture Lookup Approach to Bézier Curve Evaluation on the GPU is Muhammad Anas and Alan Wolfe's JCGT paper presenting a texture-based GPU method that evaluates Bézier curves…
100% match
· <math><advanced><paper><accessible><accuracy><against><compares><last> - The Minimal Retroreflective Microfacet Model
The Minimal Retroreflective Microfacet Model presents MRM, which turns any microfacet BSDF into a physically plausible retroreflective model by reflecting the view direction…
100% match
· <math><shaders><advanced><paper><accessible><last><link><microfacet> - OpenPBR: Novel Features and Implementation Details
OpenPBR: Novel Features and Implementation Details is a technical companion paper by Jamie Portsmouth (Autodesk), Peter Kutz (Adobe), and Stephen Hill (Lucasfilm) for the OpenPBR…
100% match
· <math><shaders><advanced><paper><accessible><across><last><link> - 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,…
100% match
· <math><shaders><advanced><paper><accessible><ggx><last><link> - 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…
100% match
· <shaders><advanced><paper><accessible><against><argues><eurographics><last> - The Sad State of Hardware Virtual Textures
The Sad State of Hardware Virtual Textures is a 2025 HAL technical report by Antoine Richermoz and Fabrice Neyret from the MAVERICK team.
100% match
· <advanced><paper><accessible><across><compares><current><last><link> - Real-time Image-based Lighting of Glints
Real-time Image-based Lighting of Glints.
100% match
· <math><shaders><advanced><paper><accessible><gaussian><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.
99% match
· <math><advanced><paper><avolio><accessible><last><link><model> - 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,…
98% match
· <math><advanced><paper><accessible><gaussian><last><link><links> - Compact Neural Appearance Models for Efficient Gaussian Splatting
Compact Neural Appearance Models for Efficient Gaussian Splatting.
98% match
· <shaders><advanced><paper><accessible><against><compares><gaussian><last> - 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.
98% match
· <math><advanced><paper><accessible><against><last><link><links> - 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…
98% match
· <math><advanced><paper><accessible><eurographics><last><link><model> - 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…
98% match
· <math><advanced><paper><accessible><last><link><microfacet><shows> - Optimizing spatiotemporal variance-guided filtering for modern GPU architectures
Optimizing spatiotemporal variance-guided filtering for modern GPU architectures.
98% match
· <shaders><advanced><paper><accessible><across><current><last><link> - 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,…
98% match
· <math><advanced><paper><accessible><against><compares><gaussian><last> - 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…
98% match
· <math><advanced><paper><accessible><eurographics><last><link><links> - 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…
98% match
· <shaders><advanced><paper><accessible><all><eurographics><last><link> - No More Shading Languages: Compiling C++ to Vulkan Shaders
No More Shading Languages: Compiling C++ to Vulkan Shaders presents a High-Performance Graphics 2025 paper by H.
98% match
· <shaders><advanced><paper><accessible><argues><eurographics><last><link> - 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…
98% match
· <math><advanced><paper><accessible><ggx><last><link><short> - Real-Time Level-of-Detail Rendering with ReSTIR
Real-Time Level-of-Detail Rendering with ReSTIR presents a surface point mapping that keeps ReSTIR spatiotemporal sample reuse valid when geometric LoD switches change mesh…
92% match
· <advanced><paper><accessible><across><last><link><surface><verified>