ACM Transactions on Graphics (SIGGRAPH), 2024
ACM Transactions on Graphics (SIGGRAPH), 2024
Recent advancements in spatiotemporal reservoir resampling (ReSTIR) leverage sample reuse from neighbors to efficiently evaluate the path integral. Like rasterization, ReSTIR methods implicitly assume a pinhole camera and evaluate the light arriving …
ACM Transactions on Graphics (ToG), 2024
ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D), 2024
🏆 Best Paper
2D texture maps and 3D voxel arrays are widely used to add rich detail to the surfaces and volumes of rendered scenes, and filtered texture lookups are integral to producing high-quality imagery. We show that applying the texture filter after …
PhD dissertation from Centre for Mathematical Sciences, Lund University, 2024
Rendered imagery is presented to us daily. Special effects in movies, video games, scientific visualizations, and marketing catalogs all often rely on images generated through computer graphics. However, with all the possibilities that rendering …
ACM Transactions on Applied Perception (TAP), 2024
Edge detection is an important process in human visual processing. However, as far as we know, few attempts have been made to map the temporal edge detection filters in human vision. To that end, we devised a user study and collected data from which …
ACM Transactions on Graphics (ToG), 2024
ACM Transactions on Graphics (SIGGRAPH Asia), 2023
SIGGRAPH Asia (Conference Track), 2023
Recent work on generalized resampled importance sampling (GRIS) enables importance-sampled Monte Carlo integration with random variable weights replacing the usual division by probability density. This enables very flexible spatiotemporal sample …
ACM Transactions on Graphics (SIGGRAPH Asia), 2023
ACM Transactions on Graphics (SIGGRAPH Asia), 2023
Computer Graphics Forum, 2023
ACM Transactions on Graphics (SIGGRAPH), 2023
ACM Transactions on Graphics (SIGGRAPH), 2023
Eurographics Symposium on Rendering, 2023
SIGGRAPH (Conference Track), 2023
🏆 Honorable Mention
SIGGRAPH (Conference Track), 2023
SIGGRAPH (Conference Track), 2023
Computer Graphics Forum, 2023
🏆 Best Paper
IEEE Conference on Computer Vision and Pattern Recognition (CVPR), 2023
Eurographics Symposium on Rendering, 2023
Eurographics (Short Papers), 2023
Eurographics (Short Papers), 2023
We propose a novel, real-time algorithm for recoloring images to improve the experience for a color vision deficient observer. The output is temporally stable and preserves luminance, the most important visual cue. It runs in 0.2 ms per frame on a …
Book from MIT Press, 2023
ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D), 2023
🏆 Best Presentation
Advances in Neural Information Processing Systems (NeurIPS), 2022
SIGGRAPH Asia (Conference Track), 2022
Journal of Computer Graphics Techniques, 2022
ACM Transactions on Graphics (SIGGRAPH), 2022
As scenes become ever more complex and real-time applications embrace ray tracing, path sampling algorithms that maximize quality at low sample counts become vital. Recent resampling algorithms building on Talbot et al.’s [2005] resampled importance …
ACM Transactions on Graphics (ToG), 2022
Eurographics Symposium on Rendering, 2022
Keynote, High Performance Graphics, 2022
ACM SIGGRAPH Courses, 2022
Computer Graphics Forum, 2022
We consider the problem of multiple scattering on Smith microfacets. This problem is equivalent to computing volumetric light transport in a homogeneous slab. Although the symmetry of the slab allows for significant simplification, fully analytic …
Computer Graphics Forum, 2022
Computer Graphics Forum, 2022
IEEE Conference on Computer Vision and Pattern Recognition (CVPR), 2022
Game Developers Conference (GDC), 2022
Computer Graphics Forum, 2022
ArXiv Preprint, 2021
ACM Transactions on Graphics (SIGGRAPH Asia), 2021
ACM Transactions on Graphics (SIGGRAPH Asia), 2021
Ray Tracing Gems II, 2021
Ray Tracing Gems II, 2021
Ray Tracing Gems II, 2021
Efficient rendering of scenes with many lights is a longstanding problem in graphics. Sampling a light to shade from the pool of all lights, e.g., using next event estimation, is a nontrivial task. Sampling must be computationally efficient, must …
Ray Tracing Gems II, 2021
ACM Transactions on Graphics (SIGGRAPH), 2021
ACM/EG Symposium on High Performance Graphics (HPG), 2021
ACM Transactions on Graphics (SIGGRAPH), 2021
ACM Transactions on Graphics (SIGGRAPH), 2021
Eurographics Symposium on Rendering, 2021
ACM Transactions on Graphics (ToG), 2021
ACM/EG Symposium on High Performance Graphics (HPG), 2021
Eurographics (Short Papers), 2021
Eurographics Symposium on Rendering, 2021
We present a suite of techniques for jointly optimizing triangle meshes and shading models to match the appearance of reference scenes. This capability has a number of uses, including appearance-preserving simplification of extremely complex assets, …
ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D), 2021
🏆 Best Paper Presentation
Journal of Computer Graphics Techniques, 2021
ACM Transactions on Graphics (SIGGRAPH Asia), 2020
ACM Transactions on Graphics (SIGGRAPH Asia), 2020
ACM Transactions on Graphics (SIGGRAPH), 2020
ACM Transactions on Graphics (SIGGRAPH), 2020
Proceedings of the ACM on Computer Graphics and Interactive Techniques, 2020
🏆 3rd Best Paper
Computer Graphics Forum, 2020
Eurographics Symposium on Rendering, 2020
We introduce a Monte Carlo importance sampling method for integrands composed of products and show its application to rendering where direct sampling of the product is often difficult. Our method is based on warp functions that operate on the primary …
Computer Graphics Forum, 2020
Computer Graphics Forum, 2020
ACM/EG Symposium on High Performance Graphics (HPG; Short Papers), 2019
ACM/EG Symposium on High Performance Graphics (HPG), 2019
Monte Carlo ray tracing offers the capability of rendering scenes with large numbers of area light sources-lights can be sampled stochastically and shadowing can be accounted for by tracing rays, rather than using shadow maps or other …
Ray Tracing Gems, 2019
Ray Tracing Gems, 2019
Ray Tracing Gems, 2019
Ray Tracing Gems, 2019
IEEE Transactions on Visualization and Computer Graphics (TVCG), 2019
We further describe and analyze the idea of hashed alpha testing from Wyman and McGuire, which builds on stochastic alpha testing and simplifies stochastic transparency. Typically, alpha testing provides a simple mechanism to mask out complex …
Ray Tracing Gems, 2019
Journal of Computer Graphics Techniques, 2019
Precomputing high-quality sample points has been shown to be a useful technique for Monte Carlo integration in rendering; doing so allows optimizing properties of the points without the performance constraints of generating samples during rendering. …
Journal of Computer Graphics Techniques, 2018
ACM/EG Symposium on High Performance Graphics (HPG), 2018
Geometric aliasing is a persistent challenge for real-time rendering. Hardware multisampling remains limited to 8x, analytic coverage fails to capture correlated visibility samples, and spatial and temporal postfiltering primarily target edges of …
International Conference on Machine Learning (ICML), 2018
ACM/EG Symposium on High Performance Graphics (HPG), 2017
🏆 Best Paper
We introduce a reconstruction algorithm that generates a temporally stable sequence of images from one path-per-pixel global illumination. To handle such noisy input, we use temporal accumulation to increase the effective sample count and …
ACM/EG Symposium on High Performance Graphics (HPG), 2017
ACM Transactions on Graphics (SIGGRAPH), 2017
Journal of Computer Graphics Techniques, 2017
ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D), 2017
Renderers apply alpha testing to mask out complex silhouettes using alpha textures on simple proxy geometry. While widely used, alpha testing has a long-standing problem that is underreported in the literature, but observable in commercial games: …
ACM Transactions on Graphics (SIGGRAPH Asia), 2016
Foveated rendering synthesizes images with progressively less detail outside the eye fixation region, potentially unlocking significant speedups for wide field-of-view displays, such as head mounted displays, where target framerate and resolution is …
IEEE Transactions on Visualization and Computer Graphics (TVCG), 2016
We further describe and analyze a real-time system for rendering antialiased hard shadows using irregular z-buffers (IZBs) that we first presented in Wyman et al.. We focus on identifying bottlenecks, exploring these from an algorithmic complexity …
ACM/EG Symposium on High Performance Graphics (HPG), 2016
Order independent transparency (OIT) proves challenging for modern rasterization-based renderers. Rendering without transparency can limit the quality of visual effects, so researchers have proposed various algorithms enabling and approximating OIT. …
Journal of Computer Graphics Techniques, 2015
ACM Transactions on Graphics (SIGGRAPH), 2015
ACM/EG Symposium on High Performance Graphics (HPG), 2015
ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D), 2015
ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D), 2015
🏆 Best Paper
We present a real-time system that renders antialiased hard shadows using irregular z-buffers. For subpixel accuracy, we use 32 samples per pixel at roughly twice the cost of a single sample. Our system remains interactive on a variety of game assets …
Journal of Computer Graphics Techniques, 2013
ACM/EG Symposium on High Performance Graphics (HPG), 2013
OpenGL Insights, 2012
Computer Graphics Forum (Pacific Graphics), 2011