Skip to main content
GameDev.net gamedev.net

Differentiable Rendering News

The latest Differentiable Rendering coverage curated for game developers.

Physically Based Rendering in the Latent Space

arXiv cs.GR details a method that pushes physically based rendering into the latent space used by diffusion models. The approach aims to make image generation more controllable by simulating light …

Research arXiv cs.GR · 2 days, 3 hours ago
A Differentiable Ray-Wave Framework for Hybrid Refractive-Diffractive System Modeling and Optimization

arXiv cs.GR details a differentiable ray-wave framework that could make hybrid refractive-diffractive optics easier to model inside standard ray-tracing pipelines. The method supports planar and curvilinear diffractive surfaces, then uses …

Research arXiv cs.GR · 2 days, 3 hours ago
3D Point Splatting for mmWave Radar Novel View Synthesis

A new radar renderer, 3D Point Splatting, aims to make mmWave novel view synthesis both physically faithful and fast enough for multi-view optimization. On six outdoor ColoRadar scenes, it reached …

Research arXiv cs.GR · 1 week, 5 days ago
TBR: Transport-Based Rendering with Deposition Strokes for Inverse Graphics

Researchers have introduced TBR, a transport-based rendering method that turns inverse graphics into an ordered stroke program. The approach targets marbling-style deposition strokes, preserving area while deforming earlier marks. It …

Research arXiv cs.GR · 1 week, 5 days ago
RealSimLoop: Online Real-to-Sim Adaptation via Differentiable Reduced-Order Simulation with Vision Feedback

RealSimLoop uses vision feedback and differentiable reduced-order simulation to adapt deformable-object models online, aiming for quasi-real-time real-to-sim calibration. For teams working on soft-body physics, robotics-style perception, or VFX-heavy interactions, the …

Research arXiv cs.GR · 1 week, 6 days ago
CubicSplat: Differentiable Vector Graphics via Error-Bounded Forward Relaxation

CubicSplat tackles a long-standing pain point in differentiable vector graphics: stable gradients without sacrificing geometric accuracy. The new rasterizer swaps Bézier closest-point solvers for polyline surrogates with bounded error, aiming …

Research arXiv cs.GR · 4 weeks, 2 days ago
Differentiable Voxelization of Surface Representations

A SIGGRAPH 2026 paper turns voxelization into a differentiable step for mesh optimization, letting surface models be adjusted against volumetric goals with gradient descent. The method computes winding-number gradients efficiently …

Research arXiv cs.GR · 1 month ago
Topology-Aware Differentiable Triangle-Soup Reconstruction via Persistent Homology

A new reconstruction method pushes topology directly into the loss function for differentiable triangle-soup pipelines. In controlled tests, it preserved loops and enclosed voids far better than photometric or geometric …

Research arXiv cs.GR · 1 month ago
Revisiting Pose Sensitivity in Splat-based Computed Tomography under Sparse-view Reconstruction

A new CT reconstruction method built on 3D Gaussian splats is getting a reality check: in sparse-view scans, pose errors are causing stronger streaking and striping than view sparsity itself. …

Research arXiv cs.GR · 1 month, 2 weeks ago
DiffPhysCam: Differentiable Physics-Based Camera Simulation for Inverse Rendering and Embodied AI

DiffPhysCam brings differentiable, physics-based camera simulation to inverse rendering and embodied AI. It gives developers finer control over camera intrinsics, optical artifacts like defocus blur, and calibration against real data. …

Research arXiv cs.GR · 1 month, 2 weeks ago
Scene Parameter Saliency via Differentiable Light Transport

Differentiable renderers are being used for more than image synthesis: a new technique turns them into scene-analysis tools. By backpropagating a scalar image metric through light transport, developers can see …

Research arXiv cs.GR · 1 month, 4 weeks ago
Glare Mitigation using a Differentiable Unified Glare Rating

Researchers have introduced a fully differentiable proxy for Unified Glare Rating, aiming to make glare a usable loss term in inverse rendering. The method adds a differentiable optical scattering pass …

Research arXiv cs.GR · 2 months, 2 weeks ago
Neural Render Proxies for Interactive and Differentiable Lighting

Disney Research’s neural render proxy cuts lighting iteration from minutes or hours to interactive relighting, while still supporting differentiable workflows. It’s aimed at static scenes with fixed cameras and materials, …

Research Disney Research Studios · 2 months, 3 weeks ago
NURBS Splatting: A Unified Differentiable Rendering Framework for Vector Graphics

For graphics programmers and technical artists, this paper tackles a real pain point: differentiable rendering for NURBS and other rational splines. Instead of leaning on analytic rasterization for Bézier-only pipelines, …

Research arXiv cs.GR · 2 months, 3 weeks ago
Meshtryoshka: Differentiable Rendering of Real-World Scenes via Mesh Rasterization

A new differentiable rendering method called Meshtryoshka uses ordinary triangle rasterizers to reconstruct real-world scenes as nested mesh shells. It targets a long-standing gap in graphics research: mesh-based pipelines that …

Research arXiv cs.GR · 2 months, 3 weeks ago
Complex-Valued 2D Gaussian Representation for Computer-Generated Holography

A new hologram representation cuts the search space 5:1 and claims up to 30% less VRAM, 50% faster optimization, and as much as 3200x faster rendering. The catch is this …

Research arXiv cs.GR · 2 months, 3 weeks ago
XPR: An Extensible Cross-Platform Point-Based Differentiable Renderer

A new framework aims to make point-based differentiable rendering much easier to prototype and port across hardware. XPR separates method-specific code from the shared pipeline, so researchers can express new …

Research arXiv cs.GR · 3 months, 1 week ago
Advances in Neural 3D Mesh Texturing: A Survey

For teams shipping mesh-based assets, this survey is a useful snapshot of where neural texturing has moved: from GAN-era methods to diffusion pipelines. It argues that polygonal meshes still matter …

Research arXiv cs.GR · 3 months, 3 weeks ago
Rendering-Aware Sparse Sampling for BRDF Acquisition

A new BRDF acquisition approach tries to pick the fewest measurements that still matter for final rendered appearance, not just for fitting the reflectance curve. For graphics teams, the interesting …

Research arXiv cs.GR · 4 months, 3 weeks ago
DiffSoup: Direct Differentiable Rasterization of Triangle Soup for Extreme Radiance Field Simplification

DiffSoup cuts radiance fields down to a tiny triangle soup with neural textures and binary opacity, aiming at real-time use on weaker hardware. The key trick is making binary opacity …

Research arXiv cs.GR · 5 months, 3 weeks ago
Page 1 of 2 Next