output
20102026
most citedDeep Compression: Compressing Deep Neural Networks with Pruning, Trained Quantization and Huffman Coding

3.5k citations

Showing cs.GRShow all

34 papers · 1 filter

cs.GR2026

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…

cs.GR2025

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…

cs.GR2025

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-…

cs.GR2025

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…

cs.GR2025

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…

cs.GR2025

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…

cs.GR2025★ 2 cited

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…

cs.GR2025★ 2 cited

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…

cs.GR2025★ 2 cited

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…

cs.GR2025★ 1 cited

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…

cs.GR2025★ 3 cited

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…

cs.GR2024★ 3 cited

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…

cs.GR2024★ 6 cited

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…

cs.GR2024★ 16 cited

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…

cs.GR2024★ 17 cited

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…

cs.GR2023★ 3 cited

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…

cs.GR2023★ 3 cited

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…

cs.GR2023★ 4 cited

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…

cs.GR2023★ 89 cited

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…

cs.GR2023★ 29 cited

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,…

cs.GR2023★ 37 cited

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…

cs.GR2023★ 34 cited

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…

cs.GR2023★ 47 cited

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…

cs.GR2022★ 211 cited

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…