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Neural Rendering News

The latest Neural Rendering coverage curated for game developers.

3D Gaussian Splatting - Rendering Gaussian Splats in real-time

Evolve Blog details an internship project at Traverse Research that brings 3D Gaussian Splatting into a real-time viewer. The implementation leans on compute shaders and tile-based rasterization to sort and …

Blog Evolve Blog · 19 hours, 17 minutes ago
A Neural Frame Streaming Framework with a Simultaneous Prior for End-cloud Collaborative Rendering

ACM Graphics details a neural frame streaming framework for end-cloud collaborative rendering that uses a simultaneous prior to improve streamed frames. For game teams, the pitch is lower bandwidth pressure …

Research ACM Graphics · 1 day, 9 hours ago
Neural Caching of Prefiltered Radiance for Specular Lighting

arXiv cs.GR details a neural caching method for specular lighting that aims to improve real-time path tracing. The approach predicts prefiltered incoming radiance with a reflection-direction parameterization and roughness-aware target, …

Research arXiv cs.GR · 1 day, 12 hours ago
PCAsplat: Gaussian Splatting with Local PCA Regularization

arXiv cs.GR details PCAsplat, a Gaussian splatting method that uses local PCA regularization to cut down floaters and keep splats aligned to real surfaces. The approach gives occluded or weakly …

Research arXiv cs.GR · 1 day, 12 hours ago
PhysLDM: Latent Diffusion for High-Fidelity Deformable Simulation

arXiv cs.GR details PhysLDM, a latent-diffusion approach for high-fidelity deformable simulation that aims to make volumetric physics both cheaper and more stable. The paper pairs a spatiotemporal VAE with diffusion …

Research arXiv cs.GR · 3 days, 12 hours ago
SteadySplats: Resampling of Low-Variance Gaussians for High-Fidelity Stochastic Rendering

arXiv cs.GR details SteadySplats, a Vulkan-based renderer that tackles the noise problem in stochastic 3D Gaussian Splatting. The method combines history-based spatial resampling, temporal importance resampling, and a training-time color …

Research arXiv cs.GR · 3 days, 12 hours ago
GS-PQM: A Parameter-Domain Quality Metric for Compressed Gaussian Splatting

arXiv cs.GR details GS-PQM, a full-reference metric that scores compressed Gaussian splatting directly in parameter space instead of rendering test views. For teams shipping GS pipelines, that could mean faster, …

Research arXiv cs.GR · 1 week, 1 day ago
What Builds the Scene? Luminance Dominates Geometry Formation in 3D Gaussian Splatting

arXiv cs.GR says 3D Gaussian Splatting’s geometry is driven far more by luminance than chroma. Across 11 scenes, luminance-only supervision came within 0.085 dB of RGB-trained geometry, while chroma-only geometry …

Research arXiv cs.GR · 1 week, 1 day ago
NRF-GS: Neural Residual Fields for Expressive and Compact Gaussian Splatting

arXiv cs.GR details NRF-GS, a hybrid Gaussian splatting method that swaps per-splat spherical harmonics for a shared neural residual field. The payoff is better view-dependent reflectance, especially specular detail, while …

Research arXiv cs.GR · 1 week, 3 days ago
DiffusionShadow: Diffusion-based Shadow Caching for Neural Volume Rendering

arXiv cs.GR details DiffusionShadow, a diffusion-based cache for neural volume rendering shadows. The method packs many precomputed shadow INRs into one model conditioned on light direction, cutting storage while keeping …

Research arXiv cs.GR · 1 week, 5 days ago
M-plicits: Neural Implicit Surfaces via Nested Multiscale Residuals

arXiv cs.GR details M-plicits, a neural implicit surface method that aims to make reconstruction cleaner, faster, and more noise-tolerant. The system uses nested multiscale residual MLPs plus a sphere-tracing renderer …

Research arXiv cs.GR · 2 weeks, 1 day ago
Ultra-fast Neural Inference for Stochastic Gaussian Splatting Denoising

arXiv cs.GR details a neural denoiser for stochastic Gaussian splatting that keeps the sort-free, blend-free rendering path while cleaning up the added noise. The method targets stable free-camera navigation, and …

Research arXiv cs.GR · 2 weeks, 3 days ago
What’s New for Game Developers: DLSS 5 with 3D-Guided Neural Rendering, NVIDIA ACE Updates, and New RTX Kit Capabilities

NVIDIA Graphics says DLSS 5 is now available in NBA 2K27, bringing 3D-guided neural rendering and new art-direction controls to GeForce RTX 50 Series GPUs. The update aims to preserve …

Official NVIDIA Graphics · 2 weeks, 4 days ago
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 · 3 weeks, 1 day 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 · 3 weeks, 2 days 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 · 4 weeks, 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 month 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 · 1 month 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 · 1 month 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 · 1 month ago
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