3.5k citations
Counting papers with at most 25 authors, so collaboration author lists do not stand in for the people here.
- Nvidia (United Kingdom)GB136 papers
- Lawrence Berkeley National LaboratoryUS32 papers
- Stanford UniversityUS30 papers
- University of California, BerkeleyUS29 papers
- California Institute of TechnologyUS26 papers
- Massachusetts Institute of TechnologyUS25 papers
- Carnegie Mellon UniversityUS24 papers
- University of Illinois Urbana-ChampaignUS24 papers
- University of TorontoCA24 papers
- University of WashingtonUS23 papers
- Harvard UniversityUS19 papers
- Georgia Institute of TechnologyUS17 papers
34 papers · 1 filter
ARDY: Autoregressive Diffusion with Hybrid Representation for Interactive Human Motion Generation
Kaifeng Zhao, Mathis Petrovich, Haotian Zhang +3
Generating realistic 3D human motions in real-time within interactive applications is key for animation, simulation, and humanoid robotics. While recent offline motion generation a…
A Generalizable Light Transport 3D Embedding for Global Illumination
Bing Xu, Mukund Varma T, Cheng Wang +5
Global illumination (GI) is essential for realistic rendering but remains computationally expensive due to the complexity of simulating indirect light transport. Recent neural meth…
Real-time 3D Visualization of Radiance Fields on Light Field Displays
Jonghyun Kim, Cheng Sun, Michael Stengel +6
Radiance fields, including their recent efficient forms such as 3D Gaussian Splatting and Sparse Voxels, have revolutionized photorealistic 3D scene visualization by enabling high-…
PureSample: Neural Materials Learned by Sampling Microgeometry
Zixuan Li, Zixiong Wang, Jian Yang +2
Traditional physically-based material models rely on analytically derived bidirectional reflectance distribution functions (BRDFs), typically by considering statistics of micro-pri…
Assessing Learned Models for Phase-only Hologram Compression
Zicong Peng, Yicheng Zhan, Josef Spjut +1
We evaluate the performance of four common learned models utilizing INR and VAE structures for compressing phase-only holograms in holographic displays. The evaluated models includ…
Collaborative Texture Filtering
Tomas Akenine-Möller, Pontus Ebelin, Matt Pharr +1
Recent advances in texture compression provide major improvements in compression ratios, but cannot use the GPU's texture units for decompression and filtering. This has led to the…
Solving partial differential equations in participating media
Bailey Miller, Rohan Sawhney, Keenan Crane +1
We consider the problem of solving partial differential equations (PDEs) in domains with complex microparticle geometry that is impractical, or intractable, to model explicitly. Dr…
Stochastic Barnes-Hut Approximation for Fast Summation on the GPU
Abhishek Madan, Nicholas Sharp, Francis Williams +2
We present a novel stochastic version of the Barnes-Hut approximation. Regarding the level-of-detail (LOD) family of approximations as control variates, we construct an unbiased es…
Stochastic Preconditioning for Neural Field Optimization
Selena Ling, Merlin Nimier-David, Alec Jacobson +1
Neural fields are a highly effective representation across visual computing. This work observes that fitting these fields is greatly improved by incorporating spatial stochasticity…
Improved Stochastic Texture Filtering Through Sample Reuse
Bartlomiej Wronski, Matt Pharr, Tomas Akenine-Möller
Stochastic texture filtering (STF) has re-emerged as a technique that can bring down the cost of texture filtering of advanced texture compression methods, e.g., neural texture com…
Generative Detail Enhancement for Physically Based Materials
Saeed Hadadan, Benedikt Bitterli, Tizian Zeltner +6
We present a tool for enhancing the detail of physically based materials using an off-the-shelf diffusion model and inverse rendering. Our goal is to enhance the visual fidelity of…
An Interface Tracking Method with Triangle Edge Cuts
Mengdi Wang, Matthew Cong, Bo Zhu
This paper introduces a volume-conserving interface tracking algorithm on unstructured triangle meshes. We propose to discretize the interface via triangle edge cuts which represen…
Neurally Integrated Finite Elements for Differentiable Elasticity on Evolving Domains
Gilles Daviet, Tianchang Shen, Nicholas Sharp +1
We present an elastic simulator for domains defined as evolving implicit functions, which is efficient, robust, and differentiable with respect to both shape and material. This sim…
Large Étendue 3D Holographic Display with Content-adaptive Dynamic Fourier Modulation
Brian Chao, Manu Gopakumar, Suyeon Choi +3
Emerging holographic display technology offers unique capabilities for next-generation virtual reality systems. Current holographic near-eye displays, however, only support a small…
Differential Walk on Spheres
Bailey Miller, Rohan Sawhney, Keenan Crane +1
We introduce a Monte Carlo method for computing derivatives of the solution to a partial differential equation (PDE) with respect to problem parameters (such as domain geometry or…
ART-Owen Scrambling
Abdalla G. M. Ahmed, Matt Pharr, Peter Wonka
We present a novel algorithm for implementing Owen-scrambling, combining the generation and distribution of the scrambling bits in a single self-contained compact process. We emplo…
Training and Predicting Visual Error for Real-Time Applications
João Libório Cardoso, Bernhard Kerbl, Lei Yang +2
Visual error metrics play a fundamental role in the quantification of perceived image similarity. Most recently, use cases for them in real-time applications have emerged, such as…
The Shortest Route Is Not Always the Fastest: Probability-Modeled Stereoscopic Eye Movement Completion Time in VR
Budmonde Duinkharjav, Benjamin Liang, Anjul Patney +2
Speed and consistency of target-shifting play a crucial role in human ability to perform complex tasks. Shifting our gaze between objects of interest quickly and consistently requi…
Flexible Isosurface Extraction for Gradient-Based Mesh Optimization
Tianchang Shen, Jacob Munkberg, Jon Hasselgren +7
This work considers gradient-based mesh optimization, where we iteratively optimize for a 3D surface mesh by representing it as the isosurface of a scalar field, an increasingly co…
Random-Access Neural Compression of Material Textures
Karthik Vaidyanathan, Marco Salvi, Bartlomiej Wronski +3
The continuous advancement of photorealism in rendering is accompanied by a growth in texture data and, consequently, increasing storage and memory demands. To address this issue,…
Real-Time Neural Appearance Models
Tizian Zeltner, Fabrice Rousselle, Andrea Weidlich +7
We present a complete system for real-time rendering of scenes with complex appearance previously reserved for offline use. This is achieved with a combination of algorithmic and s…
Boundary Value Caching for Walk on Spheres
Bailey Miller, Rohan Sawhney, Keenan Crane +1
Grid-free Monte Carlo methods such as walk on spheres can be used to solve elliptic partial differential equations without mesh generation or global solves. However, such methods i…
Walk on Stars: A Grid-Free Monte Carlo Method for PDEs with Neumann Boundary Conditions
Rohan Sawhney, Bailey Miller, Ioannis Gkioulekas +1
Grid-free Monte Carlo methods based on the walk on spheres (WoS) algorithm solve fundamental partial differential equations (PDEs) like the Poisson equation without discretizing th…
ASE: Large-Scale Reusable Adversarial Skill Embeddings for Physically Simulated Characters
Xue Bin Peng, Yunrong Guo, Lina Halper +2
The incredible feats of athleticism demonstrated by humans are made possible in part by a vast repertoire of general-purpose motor skills, acquired through years of practice and ex…