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Real Time Rendering News

The latest Real Time Rendering coverage curated for game developers.

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 · 6 days, 2 hours ago
Temporally stable generative illumination with a one-step diffusion model

AMD GPUOpen details a one-step latent diffusion approach for real-time global illumination that aims to keep lighting stable without iterative denoising passes. For graphics programmers, the pitch is better GI …

Official AMD GPUOpen · 1 week ago
GradRig: Differentiable Weights for Skinned Gaussian Splat Deformation

A new rigging approach for Gaussian splats uses differentiable skinning weights to avoid the holes and stretching artifacts that show up when points are only moved rigidly. The method stays …

Research arXiv cs.GR · 1 week, 3 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, 3 days ago
Hamiltonian Two-Way Coupling of Nonlinear Waves and 3D Flows

A new water-simulation coupling scheme tackles one of graphics’ long-standing seam problems: mixing cheap 2D wave models with localized 3D fluid solvers. By using a nonlinear, dispersive Hamiltonian surface model, …

Research arXiv cs.GR · 3 weeks ago
Deep Analog: Open-Set Film Emulation with Reference-Conditioned 3D LUTs

A new film-emulation pipeline predicts a 3D LUT from a single reference frame, aiming to match unseen analog looks without paired training data. It also sidesteps the usual LUT-bank collapse …

Research arXiv cs.GR · 4 weeks, 2 days ago
Compact Representation of Mipmapped SVBRDFs via Shared Gaussians

A new texture-compression approach targets mipmapped SVBRDFs with shared 2D Gaussians, aiming to cut storage without giving up random access. The method, called GTC, separates spatial footprint from per-map values …

Research arXiv cs.GR · 1 month, 2 weeks ago
Deformable Triangle Splatting: Flexible Primitives for Real-Time Radiance Field Rendering

A new radiance-field rendering method replaces convex splats with deformable triangles that can bend inward or outward. That lets curved and concave surfaces be represented with fewer primitives while keeping …

Research arXiv cs.GR · 1 month, 3 weeks ago
Split Radiance Cascades: Real-Time Global Illumination via Sparse Radiance Probes

A new real-time GI technique, Split Radiance Cascades, targets full 3D diffuse lighting with sparse world-space probes instead of screenspace tricks. It combines a hashmap-backed probe layout with ray splitting …

Research arXiv cs.GR · 1 month, 3 weeks ago
Bake It Till You Make It: Ultrafast Spatial Texture-Atlas Splatting

A new splatting pipeline promises up to 5x faster rendering than 3D Gaussian Splatting while keeping state-of-the-art visual quality. It bakes high-frequency detail into a compact texture atlas, then uses …

Research arXiv cs.GR · 2 months ago
Gaussian Splatting in Virtual Production — How We Put a Human-Sized Can Into a Childhood Bedroom

Gaussian splatting is moving beyond static capture and into virtual production workflows. DOSENMUTTER used Unreal Engine to turn a childhood bedroom into a giant-scale film set, including a human-sized can, …

Blog SIGGRAPH · 2 months, 1 week ago
High-Performance Real-Time Implicit Strand-Based Hair Rendering via Software Rasterization

Real-time strand hair just got a practical boost: a new deferred software rasterization pipeline renders hair meshes with minimal hardware support. The approach targets far-field hair at even one sample …

Research arXiv cs.GR · 2 months, 1 week ago
Learning to Adaptively Allocate Gaussians for Arbitrary-Scale Image Super-Resolution

A new ASR approach, QuADA-GS, tries to make arbitrary-scale upscaling practical by allocating compute only where image detail actually needs it. Instead of treating every pixel uniformly, it routes a …

Research arXiv cs.GR · 2 months, 2 weeks ago
FiCA: Feed-forward instant Gaussian Codec Avatars from a Single Portrait Image

FiCA turns a single portrait into a drivable, photoreal 3D Gaussian avatar, cutting out per-person test-time optimization. The pipeline blends human-centric vision foundation models with diffusion and a mesh-refinement stage, …

Research arXiv cs.GR · 2 months, 3 weeks ago
Real-time 3D Visualization of Radiance Fields on Light Field Displays

A new rendering pipeline can push radiance fields onto light field displays in real time, hitting 200+ FPS at 512p across 45 views on a Looking Glass panel. For graphics …

Research arXiv cs.GR · 3 months, 1 week ago
DSD-GS: Dynamic-Static Decomposition of Gaussian Splatting for Efficient and High-Fidelity Dynamic Scene Reconstruction

Dynamic 3D Gaussian splatting is getting a practical speedup: this paper claims 10-minute training and 700+ FPS on a single RTX 5090 for Neural 3D scenes. The key trick is …

Research arXiv cs.GR · 3 months, 2 weeks ago
RenderFlow: Single-Step Neural Rendering via Flow Matching

Disney Research’s RenderFlow replaces iterative diffusion with a deterministic single-step neural renderer, aiming for near real-time output without the usual stochastic flicker. For graphics teams, the interesting part is the …

Research Disney Research Studios · 3 months, 2 weeks ago
Real-Time Neural Hair G-Buffer Anti-Aliasing

A new real-time hair reconstruction method targets one of rendering’s hardest edge cases: strand aliasing. It rebuilds hair coverage, tangent, and position from heavily undersampled raster inputs, then feeds that …

Research arXiv cs.GR · 3 months, 4 weeks ago
A real time lighting technique for procedurally generated 2d isometric game terrains

A real-time lighting system for procedurally generated isometric terrain tries to fake 3D light interaction from 2D map data, which is the interesting part for graphics and tools folks. The …

Research arXiv cs.GR · 3 months, 4 weeks ago
Real-Time Human Reconstruction and Animation using Feed-Forward Gaussian Splatting

HumanGS reconstructs and animates people in real time from sparse multi-view RGB and SMPL-X poses using feed-forward Gaussian splatting. It drops depth supervision, UV maps, and per-pose re-inference, while still …

Research arXiv cs.GR · 5 months ago
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