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Neural Rendering News

The latest Neural Rendering coverage curated for game developers.

GS-PI: An Optimization-Decoupled Appearance Decomposition Approach for Generating PBR Gaussian Assets

arXiv cs.GR details GS-PI, a method for turning Gaussian-splat assets into fully relightable PBR content without per-scene joint optimization. The approach separates appearance decomposition from geometry, then uses diffusion and …

Research arXiv cs.GR · 1 day, 19 hours ago
CARA: Collision-Aware Resolution Adaptation for Multiresolution Hash Encoding Based Image Fitting

arXiv cs.GR details CARA, a hash-encoding tweak that cuts collision waste in multiresolution image fitting. The method adapts per-level resolution and adds an invertible pixel-shuffle to spread spatial load more …

Research arXiv cs.GR · 2 days, 19 hours ago
Gaussian Light Transport

A new global illumination method packs light transport into a 13D Gaussian mixture over position, direction, normals, and material. The result is millisecond-scale, view-independent rendering with far less memory than …

Research arXiv cs.GR · 1 week, 1 day ago
Hologram Representation via Quadratic Phase Gaussian Splatting

Researchers have proposed CVQPG, a hologram representation that swaps the usual 2D Gaussian basis in splatting-style pipelines for quadratic phase functions. In tests, it improved reconstruction quality by 0.19 dB …

Research arXiv cs.GR · 1 week, 1 day ago
Compact Neural Appearance Models for Efficient Gaussian Splatting

A new Gaussian splatting pipeline swaps bulky spherical harmonics for compact neural appearance codes, cutting per-primitive appearance storage from 192 bytes to 28. The result is a 1.3× faster optimization …

Research arXiv cs.GR · 1 week, 5 days ago
PointGT: Simultaneous Geometry and Texture Editing for Point-Based Representations

PointGT is a new point-based 3D representation that lets teams edit geometry and texture at the same time. The method targets a long-standing gap in neural reconstruction: photorealistic assets are …

Research arXiv cs.GR · 2 weeks, 1 day ago
P-CORE: Self-Supervised Surface Consistency for Point-Based Neural Editing

A new self-supervised method called P-CORE aims to make point-based neural editing survive large non-rigid deformations without ground-truth views of the edited shape. It enforces surface consistency before and after …

Research arXiv cs.GR · 2 weeks, 1 day ago
TruncGradGS: Improved 3D Gaussian Splatting via Truncated Gradient Updates

A new 3D Gaussian Splatting method tackles gradient vanishing with truncated updates, aiming to make scene reconstruction more stable and less sensitive to initialization. The approach improves both static and …

Research arXiv cs.GR · 2 weeks, 1 day ago
MeshSplatBench: A Unified Benchmark for Triangle-Based Neural Rendering

MeshSplatBench benchmarks triangle-based neural rendering all the way from native optimization to Unity deployment. The study shows that rasterizable output alone is not enough for production use: topology, engine compatibility, …

Research arXiv cs.GR · 2 weeks, 3 days ago
As-Rigid-As-Possible Deformation of Gaussian Radiance Fields

Researchers have introduced an interactive way to deform 3D Gaussian Splatting scenes while keeping the rendered result consistent with the edited shape. The method targets a long-standing problem in 3DGS …

Research arXiv cs.GR · 2 weeks, 4 days ago
Thread-Efficient Decoding for Neural Texture Compression

Neural texture compression can beat BCn on size, but shader-side divergence has been the tax. A new decoder design cuts that divergence by 25% to 52% and reaches up to …

Research arXiv cs.GR · 2 weeks, 5 days ago
Intrinsic PAPR: Tackling Misattribution in 3D Intrinsic Decomposition via Proximity Attention Point Rendering

A new intrinsic decomposition method tackles a long-standing misattribution problem in point-based 3D scene reconstruction. Intrinsic PAPR replaces translucent volume aggregation with proximity-aware point rendering so each surface point can …

Research arXiv cs.GR · 3 weeks, 3 days ago
Lightweight attention-based indirect illumination

AMD GPUOpen details a lightweight attention-based neural GI model that reconstructs off-screen indirect illumination from reflective shadow maps. The pitch is practical for teams chasing better bounce lighting without a …

Official AMD GPUOpen · 4 weeks, 2 days ago
MetaSapiens v2: Advancing Real-Time Foveated Neural Rendering via Foveation-Aware Pruning and Stereo Warping

MetaSapiens v2 pushes real-time neural rendering toward practical VR/AR use, claiming an order-of-magnitude speedup while preserving visual quality. The system combines foveation-aware pruning, peripheral-quality reduction, stereo warping, and a binocular …

Research arXiv cs.GR · 1 month ago
A Geodesic Cut-Cell Prior for Neural Skinning

A new skinning prior called cut-cell skinning aims to make neural weight generation faster and more robust for production meshes. It approximates volumetric geodesic distances with a graph-based method, avoiding …

Research arXiv cs.GR · 1 month ago
A Hybrid Neural-Microfacet BRDF Model for Real-Time Rendering

A new hybrid BRDF aims to give real-time rendering a better middle ground between classic microfacet shading and heavier neural appearance models. By pairing a GGX-style base with a small …

Research arXiv cs.GR · 1 month, 1 week ago
A Query-Efficient Stochastic Volume Rendering Framework for Time-Varying Implicit Neural Volumes

A new rendering framework for time-varying implicit neural volumes reaches 30-40 FPS at 1024x1024 on an RTX 4090 while keeping timestep changes to about 1-2 ms. It replaces dense ray …

Research arXiv cs.GR · 1 month, 2 weeks ago
Inter-Reflective Gaussian Splatting for Robust and Efficient Inverse Rendering

IRGS++ pushes Gaussian splatting beyond pretty rasterized views by adding transport-aware inverse rendering for visibility and indirect light. The method targets inter-reflections, glossy and metallic materials, and novel relighting, aiming …

Research arXiv cs.GR · 1 month, 3 weeks ago
Fast Wave-optics Rendering of Multiplane Images for 3D Holographic Displays

A new holographic rendering pipeline turns multiplane images into wave-optics CGH fast enough for practical use, with reported speedups up to 250,000x over primitive-based methods. The approach keeps image quality …

Research arXiv cs.GR · 1 month, 3 weeks ago
ECoNGS: Efficient Compressive Neural Gaussian Splats for Volume Visualization

ECoNGS brings compressive neural Gaussian splatting to volume visualization, aiming to cut the bloat of per-scene primitive representations. The system uses lightweight networks to predict editable splats from anchor points, …

Research arXiv cs.GR · 1 month, 4 weeks ago
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