activity
20192025
most citedFiltering After Shading With Stochastic Texture Filtering

6 citations · 10 across the 6 of their papers we have counts for

collaborators

8 papers

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

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.GR20251 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.GR20251 cited

GPU-Friendly Laplacian Texture Blending

Bartlomiej Wronski

Texture and material blending is one of the leading methods for adding variety to rendered virtual worlds, creating composite materials, and generating procedural content. When don…

cs.GR2025

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.CV20246 cited

Filtering After Shading With Stochastic Texture Filtering

Matt Pharr, Bartlomiej Wronski, Marco Salvi +1

2D texture maps and 3D voxel arrays are widely used to add rich detail to the surfaces and volumes of rendered scenes, and filtered texture lookups are integral to producing high-q…