Texture

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 …

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 …

Differential Barycentric Coordinates

We describe an optimized way to compute differential barycentric coordinates, which can be employed by implementations of ray differentials. This technique can be used for texture fltering computations for ray tracing.

Refraction Ray Cones for Texture Level of Detail

Texture filtering is an important implementation detail of every rendering system. Its purpose is to achieve high-quality rendering of textured surfaces, while avoiding artifacts, such as aliasing, Moire patterns, and unnecessary overblur. In this …

Improved Shader and Texture Level of Detail Using Ray Cones

In real-time ray tracing, texture filtering is an important technique to increase image quality. Current games, such as Minecraft with RTX on Windows 10, use ray cones to determine texture-filtering footprints. In this paper, we present several …

Simple Environment Map Filtering Using Ray Cones and Ray Differentials

We describe simple methods for how to filter environment maps using ray cones and ray differentials in a ray tracing engine.

Texture Level of Detail Strategies for Real-Time Ray Tracing

Unlike rasterization, where one can rely on pixel quad partial derivatives, an alternative approach must be taken for filtered texturing during ray tracing. We describe two methods for computing texture level of detail for ray tracing. The first …