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arXiv cs.GR
arXiv cs.GR Research
· 9 months, 4 weeks ago • Zhizhen Wu, Zhe Cao, Yuchi Huo

DISK: Differentiable Sparse Kernel Complex for Efficient Spatially-Variant Convolution

Briefing

DISK proposes a differentiable way to represent dense, spatially variant complex kernels using sparse kernel samples. The interesting part for game tech is that it targets the usual pain points of image-space effects: dense convolution is expensive, and many approximations either lose quality or struggle with non-convex kernel shapes.

The paper says the method includes a decomposition that can be optimized end-to-end, a special initialization strategy to avoid bad local minima on non-convex kernels, and a kernel-space interpolation scheme that extends single-kernel filtering to spatially varying filtering without retraining or extra runtime overhead. In experiments on Gaussian and non-convex kernels, it reportedly beats simulated annealing on fidelity and is much cheaper than low-rank decompositions. That makes it relevant for mobile imaging, real-time rendering, and any pipeline where you want learned or procedural filtering that still stays differentiable.

“higher fidelity than simulated annealing and significantly lower cost than low-rank decompositions”

— Authors · Abstract claims on experimental results
Original source
Read on arXiv cs.GR
At a glance
what
DISK is a differentiable sparse-kernel decomposition for efficient spatially variant convolution with complex kernels.
who
Authors: Zhizhen Wu, Zhe Cao, and Yuchi Huo.
when
Submitted 4 Dec 2025; revised 19 May 2026 (v3).
impact
Could reduce the cost of image-space effects and filtering on mobile or real-time rendering pipelines while preserving quality.
Signal Positive

Promising quality/perf tradeoff for rendering and imaging

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