Real-Time Rendering
Associated Publications
PGZ: Automatic Zero-Value Code SpecializationScaling Probe-Based Real-Time Dynamic Global Illumination for Production (Technical Report)
Spatiotemporal reservoir resampling for real-time ray tracing with dynamic direct lighting
Late Input Sampling and Post-Render Warping Improves Aiming Under High Latency Conditions
Practical Product Sampling by Fitting and Composing Warps
Post-Render Warp with Late Input Sampling Improves Aiming Under High Latency Conditions
A Taxonomy of Bidirectional Scattering Distribution Function Lobes for Rendering Engineers
Neural Denoising with Layer Embeddings
Neural Temporal Adaptive Sampling and Denoising
Temporally Dense Ray Tracing
Dynamic Many-Light Sampling for Real-Time Ray Tracing
Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields
Improving Temporal Antialiasing with Adaptive Ray Tracing
Cool Patches: A Geometric Approach to Ray/Bilinear Patch Intersections
A Fast and Robust Method for Avoiding Self-Intersection
What is a Ray?
Simple Environment Map Filtering Using Ray Cones and Ray Differentials
Texture Level of Detail Strategies for Real-Time Ray Tracing
Precision Improvements for Ray/Sphere Intersection
Massively Parallel Path Space Filtering
Massively Parallel Construction of Radix Tree Forests for the Efficient Sampling of Discrete Probability Distributions
Fast, High Precision Ray/Fiber Intersection using Tight, Disjoint Bounding Volumes
Massively Parallel Stackless Ray Tracing of Catmull-Clark Subdivision Surfaces
A Ray-Box Intersection Algorithm and Efficient Dynamic Voxel Rendering
Machine Learning and Rendering
Adaptive Temporal Antialiasing
Phantom Ray-Hair Intersector
Combining Analytic Direct Illumination and Stochastic Shadows
Machine Learning and Integral Equations
Perceptually-Guided Foveation for Light Field Displays
Efficient Incoherent Ray Traversal on GPUs Through Compressed Wide BVHs
An Efficient Denoising Algorithm for Global Illumination
Interactive Stable Ray Tracing
Exploiting Budan-Fourier and Vincent’s Theorems for Ray Tracing 3D Bézier Curves
Spatiotemporal Variance-Guided Filtering: Real-Time Reconstruction for Path-Traced Global Illumination
The Iray Light Transport Simulation and Rendering System
Learning Light Transport the Reinforced Way
GI next: global illumination for production rendering on GPUs
Efficient stackless hierarchy traversal on GPUs with backtracking in constant time
CloudLight: A System for Amortizing Indirect Lighting in Real-Time Rendering
The SGGX microflake distribution
An Adaptive Acceleration Structure for Screen-space Ray Tracing
Stackless ray tracing of patches from feature-adaptive subdivision on GPUs
Frustum-Traced Raster Shadows: Revisiting Irregular Z-Buffers
Path space filtering
Path space similarity determined by Fourier histogram descriptors
Deterministic Consistent Density Estimation for Light Transport Simulation
On Quality Metrics of Bounding Volume Hierarchies
Fast Parallel Construction of High-Quality Bounding Volume Hierarchies
CloudLight: A system for amortizing indirect lighting in real-time rendering (Technical Report)
Gradient-Domain Metropolis Light Transport
Reconstructing the Indirect Light Field for Global Illumination
Understanding the Efficiency of Ray Traversal on GPUs - Kepler and Fermi Addendum
Simpler and Faster HLBVH with Work Queues
PantaRay: Fast Ray-traced Occlusion Caching of Massive Scenes
Restart Trail for Stackless BVH Traversal
Architecture Considerations for Tracing Incoherent Rays
HLBVH: Hierarchical LBVH Construction for Real-Time Ray Tracing
Understanding the Efficiency of Ray Traversal on GPUs
Researchers
Aaron LefohnAlex Evans
Alex Keller
Bob Alfieri
Craig Kolb
Cyril Crassin
David Luebke
Fabrice Rousselle
Guillermo Marcus
Jan Novák
Jim Nilsson
Josef Spjut
Lifan Wu
Marco Salvi
Michael Stengel
Morgan McGuire
Nicholas Vining
Nikolaus Binder
Peter Shirley
Pontus Andersson
Samuli Laine
Tero Karras
Thomas Müller
Timo Aila
Tomas Akenine-Möller
Yong He
Zander Majercik