- 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><math><advanced><paper><accessible><frequency><gabor><gaussian> - TriFlow: Generating Artist-Like 3D Mesh Topology via Nearest-Vertex Vector Fields
TriFlow: Generating Artist-Like 3D Mesh Topology via Nearest-Vertex Vector Fields introduces a generative method that synthesizes nearest-vertex vector fields over…
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· <code><math><advanced><paper><accessible><aware><last><like> - Compact Neural Appearance Models for Efficient Gaussian Splatting
Compact Neural Appearance Models for Efficient Gaussian Splatting.
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· <advanced><paper><accessible><gaussian><last><link><mlp><models> - Differentiable Voronoi Ray Tracing Beyond Rasterization Speeds
Differentiable Voronoi Ray Tracing Beyond Rasterization Speeds.
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· <code><math><advanced><paper><accessible><high><last><link> - 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…
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· <code><advanced><paper><accessible><last><link><reports><scenes> - 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><math><advanced><paper><accessible><gaussian><last><link> - 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><last><link><page><project> - Optimizing CUDA like a Human: Micro-Profiling Tools as Expert Surrogates for LLM-Based GPU Kernel Optimization
Optimizing CUDA like a Human: Micro-Profiling Tools as Expert Surrogates for LLM-Based GPU Kernel Optimization.
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· <code><advanced><paper><accessible><last><like><link><plus> - 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><math><advanced><paper><accessible><dgs><gaussian><last> - 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><math><advanced><paper><accessible><last><link><page> - 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><math><advanced><paper><accessible><last><link><page> - 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><math><advanced><paper><accessible><aware><dgs><gaussian> - CudaForge: An Agent Framework with Hardware Feedback for CUDA Kernel Optimization
CudaForge: An Agent Framework with Hardware Feedback for CUDA Kernel Optimization presents a training-free multi-agent workflow for CUDA kernel generation and optimization by…
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· <code><advanced><paper><accessible><high><last><link><page> - 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><lightweight><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,…
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· <code><math><advanced><paper><accessible><frequency><gaussian><high> - 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><link><neural> - 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><last><link> - 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><accessible><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><advanced><paper><accessible><last><like><link><page> - 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.
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· <code><advanced><paper><accessible><high><last><link><page>