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Sampling News

The latest Sampling coverage curated for game developers.

Blue Noise as a Lattice Gibbs Ensemble

A new blue-noise sampler models point generation as a Gibbs distribution on a binary lattice, then samples it with a bounded-cost backward coupling method. The practical payoff is tileable output …

Research arXiv cs.GR · 1 month, 1 week ago
Occlusion-Point Reuse for Ray-Traced Ambient Occlusion and Shadow

A new ray-tracing technique reuses first-hit occlusion points to improve ambient occlusion and soft shadows under tight real-time budgets. By moving reuse into the occluder domain and pairing samples with …

Research arXiv cs.GR · 1 month, 3 weeks ago
ADS: Random Sampling of Occupancy Functions using Adaptive Delaunay Scaffolding

The new Adaptive Delaunay Sampling (ADS) method significantly enhances the efficiency of random sampling in graphics. By reducing function evaluations by an order of magnitude, it allows graphics programmers to …

Research arXiv cs.GR · 4 months, 2 weeks ago
Globally Adaptive and Locally Regular Point Discretization of Implicit Surface Geometries

arXiv cs.GR details a point-discretization method for implicit surfaces that aims to keep samples locally regular while adapting to curvature. For game devs, the interesting bit is the meshfree projection …

Research arXiv cs.GR · 4 months, 2 weeks ago
On-the-fly Repulsion in the Contextual Space for Rich Diversity in Diffusion Transformers

A new diffusion-transformer sampling trick aims to fix the “samey output” problem without the usual quality hit. By pushing repulsion into the model’s contextual attention space during the forward pass, …

Research arXiv cs.GR · 5 months, 3 weeks ago