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Research Labs
All Research Labs
3D Deep Learning
Applied Research
Autonomous Vehicles
Deep Imagination
Publications
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New and Featured
AI Art Gallery
NGC Demos
Research Areas
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3D Deep Learning
Computer Vision
Robotics
All Areas
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Computer Graphics
(23)
Algorithms and Numerical Methods
(5)
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(4)
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(4)
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23 results found
Computer Graphics
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2025
2016
Computer Graphics
2025
Assessing Learned Models for Phase-only Hologram Compression
Zicong Peng, Yicheng Zhan,
Josef Spjut
, Kaan Akşit
SIGGRAPH
Radiance Surfaces: Optimizing Surface Representations with a 5D Radiance Field Loss
Ziyi Zhang, Nicolas Roussel,
Thomas Müller
,
Tizian Zeltner
,
Merlin Nimier-David
,
Fabrice Rousselle
, Wenzel Jakob
SIGGRAPH
Generative Detail Enhancement for Physically Based Materials
Saeed Hadadan,
Benedikt Bitterli
,
Tizian Zeltner
,
Jan Novák
,
Fabrice Rousselle
,
Jacob Munkberg
,
Jon Hasselgren
,
Bart Wronski
, Matthias Zwicker
SIGGRAPH
GauRast: Enhancing GPU Triangle Rasterizers to Accelerate 3D Gaussian Splatting
Georgia Tech,
Ben Keller
, Yingyan Celine Lin,
Brucek Khailany
Adaptive Algebraic Reuse of Reordering in Cholesky Factorizations with Dynamic Sparsity Patterns
Behrooz Zarebavani, Danny Kaufman, David Levin,
Maryam Mehri Dehnavi
SIGGRAPH
Toward Understanding Display Size for FPS Esports Aiming
Arjun Madhusudan,
Josef Spjut
, Benjamin Watson, Seth Schneider,
Ben Boudaoud
,
Joohwan Kim
Pushing the Limits? Frame Rate Benefits to Players for up to 500 Hz in First Person Shooter Games
Samin Shahriar Tokey,
Ben Boudaoud
,
Joohwan Kim
,
Josef Spjut
, Mark Claypool
CorrFill: Enhancing Faithfulness in Reference-based Inpainting with Correspondence Guidance in Diffusion Models
Kuan-Hung Liu, Cheng-Kun Yang,
Min-Hung Chen
, Yu-Lun Liu, Yen-Yu Lin
scene_synthesizer: A Python Library for Procedural Scene Generation in Robot Manipulation
Clemens Eppner,
Adithya Murali
,
Caelan Garrett
,
Rowland O'Flaherty
,
Tucker Hermans
,
Wei Yang
, Dieter Fox
High-Precision Benchmarks for the Stochastic Rod
Eugene d'Eon
, Anil Prinja
2016
Towards Foveated Rendering for Gaze-Tracked Virtual Reality
Anjul Patney,
Marco Salvi
,
Joohwan Kim
, Anton Kaplanyan,
Chris Wyman
, Nir Benty,
David Luebke
,
Aaron Lefohn
Aggregate G-Buffer Anti-Aliasing in Unreal Engine 4
Louis Bavoil,
Cyril Crassin
A System for Rapid Exploration of Shader Optimization Choices
Yong He, Theresa Foley, Kayvon Fatahalian
GI next: global illumination for production rendering on GPUs
Enzo Catalano, Rajko Yasui-Schöffel , Ken Dahm,
Nikolaus Binder
,
Alex Keller
Estimating Local Beckmann Roughness for Complex BSDFs
Nicolas Holzschuch, Anton Kaplanyan, Johannes Hanika, Carsten Dachsbacher
Perceptually-Based Foveated Virtual Reality
Anjul Patney,
Joohwan Kim
,
Marco Salvi
, Anton Kaplanyan,
Chris Wyman
, Nir Benty,
Aaron Lefohn
,
David Luebke
Exploring and Expanding the Continuum of OIT Algorithms
Chris Wyman
Efficient stackless hierarchy traversal on GPUs with backtracking in constant time
Nikolaus Binder
,
Alex Keller
Deep G-Buffers for Stable Global Illumination Approximation
Michael Mara, Morgan McGuire, Derek Nowrouzezahrai,
David Luebke
Infinite Resolution Textures
Alexander Reshetov
,
David Luebke
Filtering Distributions of Normals for Shading Antialiasing
Anton Kaplanyan, Stephen Hill, Anjul Patney,
Aaron Lefohn
A Phenomenological Scattering Model for Order-Independent Transparency
Morgan McGuire, Michael Mara
Real-time Rendering of Procedural Multiscale Materials
Tobias Zirr, Anton Kaplanyan