Rendering

Compatibility-Guided Neighbor Selection for ReSTIR

Reservoir-based spatiotemporal importance resampling (ReSTIR) improves convergence of real-time Monte Carlo rendering by reusing samples between pixels and frames. Recent reservoir splatting and area ReSTIR methods improve ReSTIR’s temporal …

Multi-Layer Reservoir Splatting for Temporal Reuse under Disocclusion

ReSTIR [Bitterli et al. 2020] efficiently reduces path tracing noise by reusing samples spatiotemporally. Recent ReSTIR methods [Liu et al. 2025] improve temporal reuse from prior frame primary hits. But disocclusions still invalidate some pixel …

Real-Time Level-of-Detail Rendering with ReSTIR

Rendering complex scenes in real time remains challenging due to strict performance constraints. Geometric level of detail (LoD) is widely used to reduce cost by replacing high-frequency geometry with prefiltered representations. ReSTIR significantly …

Collaborative Texture Filtering

Recent advances in texture compression provide major improvements in compression ratios, but cannot use the GPU's texture units for decompression and filtering. This has led to the development of stochastic texture filtering (STF) techniques to avoid …

Improved Stochastic Texture Filtering Through Sample Reuse

Stochastic texture filtering (STF) has re-emerged as a technique that can bring down the cost of texture filtering of advanced texture compression methods, e.g., neural texture compression. However, during texture magnification, the swapped order of …

GPU Friendly Laplacian Texture Blending

Texture and material blending is one of the leading methods for adding variety to rendered virtual worlds, creating composite materials, and generating procedural content. When done naively, it can introduce either visible seams or contrast loss, …

Filtering After Shading with Stochastic Texture Filtering

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 …

Evaluating and Improving Rendered Visual Experiences

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 …

Random-Access Neural Compression of Material Textures

The continuous advancement of photorealism in rendering is accompanied by a growth in texture data and, consequently, increasing storage and memory demands. To address this issue, we propose a novel neural compression technique specifically designed …

Physically Based Rendering: From Theory to Implementation, 4th Ed.