Acm Tog News
The latest Acm Tog coverage curated for game developers.
Researchers have introduced Unified Gaussian Primitives, a scene representation and rendering approach aimed at consolidating how complex content is stored and drawn. Published in ACM Transactions on Graphics, the work …
Researchers have introduced Grow3D, a hierarchical octree-based method for generating 3D shapes with higher fidelity and faster inference. The approach predicts the next scale of an octree step by step, …
A correction has been issued for the ACM TOG paper on tensor decomposition-based 4D background-oriented schlieren tomography, the kind of work that can influence high-end simulation and visualization pipelines. The …
A correction has been issued for the ACM Transactions on Graphics paper on guidestar-free adaptive optics with asymmetric apertures. For graphics teams, the practical takeaway is that the published record …
A correction has been issued for the elastodynamics paper on penetration-free simulation, updating the record around a 2026 TOG publication. For graphics and physics programmers, the practical takeaway is that …
A correction has been issued for the October 2026 TOG paper on thermal non-line-of-sight imaging through rough surfaces. For graphics and rendering teams, the practical takeaway is that the published …
A correction has been issued for the 2026 ACM Transactions on Graphics paper on generalized aberrations for processing-aware optical design. For graphics teams working on physically based cameras, lens simulation, …
A new ACM TOG paper tackles one of the nastier CAD-to-runtime problems: robust NURBS surface-surface intersection. The focus is precision control, which matters when tiny numerical errors can wreck trimming, …
For graphics programmers, the interesting bit is a new NURBS surface intersection method that specifically tackles the cases that usually break production code: tiny loops and tangent contacts. It’s aimed …
A 2026 TOG paper shows thermal non-line-of-sight imaging can work through rough surfaces, which is a meaningful step for sensing and reconstruction research. For game teams, the interesting part is …
A 2026 TOG paper on volumetric display tech points to a more practical path for true 3D visuals than the usual headset-first approach. For graphics teams, the interesting part is …
Adaptive optics that can work without a guidestar could matter for rendering and simulation research, especially where you need to correct distortion in unpredictable conditions. This ACM TOG paper points …
A diffusion model is being used to generate 3D roofs from a loop-based representation, which is interesting for anyone building procedural city content. The practical angle is less about a …
A 2026 TOG paper claims penetration-free elastodynamics can be made robust without relying on barrier terms, which is the part that usually makes deformable-body solvers finicky. For game teams, that …
For graphics programmers and technical artists, this paper points to a more practical way to design optics by accounting for how the image will actually be processed afterward. Published in …
Wave-optics holography is getting closer to something game teams could actually prototype with. This paper combines path tracing with the Rayleigh–Sommerfeld integral, so it can preserve depth continuity, view-dependent effects, …