Claim pageClaim
Follow
Overview
News
Salaries
Products
People
Growth
Offices
Financials
News
Gaussian Point Splatting
We propose Gaussian point splatting, a stochastic method to render Gaussian splats that scales extremely well to scenes with many Gaussians. Our core idea is to sample pixel-sized, opaque points from the Gaussians and to splat them to a framebuffer using
Read more
Report
Computing Camera Rays
We are in a transition period, where ray tracing and rasterization coexist. Typical real-time rendering pipelines still use rasterization (often with deferred shading) for primary visibility and then trace rays for shadows, reflections or global illuminat
Read more
Report
Illumination-Aware Spatial Subdivision for Path Guiding
Path tracing is ubiquitous in production rendering and path guiding has established itself as a powerful approach to mitigate its failure cases. Several widely used methods partition the scene using a k-d tree and store a directional guiding distribution
Read more
Report
Jackknife Transmittance and MIS Weight Estimation
A core operation in Monte Carlo volume rendering is transmittance estimation: Given a segment along a ray, the goal is to estimate the fraction of light that will pass through this segment without encountering absorption or out-scattering. A naive approac
Read more
Report
Spectral rendering, part 3: Spectral vs. RGB
Now that we have a spectral renderer, it is time to see if it was worth the effort. I hope you agree with my reasoning in part 1, that RGB rendering does not match the physical reality, but does it really matter? We will now compare RGB rendering to spect
Read more
Report
Spectral rendering, part 2: Real-time rendering
Based on the insights from part 1, we have the means to define illuminant and reflectance spectra for our scene data. Then the color of a pixel arises from an integral over a product of spectra. The main goal of this blog post is to find efficient ways to
Read more
Report
Spectral rendering, part 1: Spectra
In my previous blog post, I explained spectral radiometric quantities and a few basics of spectral rendering. In this blog post series, we dive into much more detail on spectral rendering. I present a specific way to implement it in a real-time path trace
Read more
Report
Spectral rendering: Overview
Rather than treating colors as RGB triples, spectral rendering uses spectra, which specify an intensity for each wavelength. This blog post series describes how spectral rendering can be implemented at a relatively low overhead (as compared to RGB renderi
Read more
Report
Iterative Lightmap Updates for Scene Editing
Lightmaps are popular for precomputed global illumination, but require costly recomputation when the scene changes. We present the theory and an iterative algorithm to update lightmaps efficiently, when objects are inserted or removed. Our method is based
Read more
Report
Quadric-Based Silhouette Sampling for Differentiable Rendering
Physically based differentiable rendering has established itself as key to inverse rendering, in which scenes are recovered from images through gradient-based optimization. Taking the derivative of the rendering equation is made difficult by the presence
Read more
Report
Show more news
