Papers for
graphics engine developers
Papers whose findings have a practical use for this group, as judged from the abstract. Open a paper to read what it means in practice.
Payne-hanek range reduction method made faster and more accurate
A performance enhancement of the Payne-Hanek range reduction algorithm
Abstract: Range reduction plays a crucial role in the accuracy and performance of evaluating trigonometric functions, and is often the primary bottleneck for large floating-point inputs. While fast algorithms such as Cody--Waite work efficiently over narrow intervals, the Payne--Hanek algorithm remains the standard technique for accurate reduction across large floating-point inputs. However, existing implementations of Payne--Hanek suffer from high latency due to heavy branching, conversion overheads, and the use of multi-word integer arithmetic, which hinders SIMD vectorization. In this paper, we analyze and present a branch-free variation of the Payne--Hanek algorithm using only floating-point arithmetic. Our method operates directly over large double-precision inputs ($|x| \ge 2^{16}$) and is well suited to hardware with FMA instructions. We formulate the precision constraints in terms of a truncation error budget, construct a compact lookup table indexed by the input exponent, and prove that the reduced argument is accurate to within one ulp for every input. The same routine can serve both as the complete range reduction of a single-stage implementation and as the fast path of a correctly rounded one, and it improves both latency and throughput over existing implementations. The algorithm is currently implemented in the LLVM libc project.
Omnidirectional image compression boosts virtual reality rendering speed and quality
Rate-Distortion Adaptive Primitive Selection for Omnidirectional Gaussian Splatting
Abstract: Learned image codecs (LICs) achieve high reconstruction quality, but their decoding speed is often insufficient for immersive virtual reality (VR). Gaussian splatting (GS) codecs render much faster, yet still lag in reconstruction quality and typically decide primitive allocation without considering the coding cost of each primitive. We introduce OIC-GS, an omnidirectional GS codec with a new hierarchical HEALPix primitive grid representation. Gaussian primitives are anchored at predefined spherical locations, eliminating explicit coordinate coding. Finer levels refine their coarser ancestors, naturally supporting coarse-to-fine reconstruction and layered transmission. The predefined grid also enables efficient viewport decoding by selecting only view-relevant primitives. We further introduce a lightweight entropy model for quantized primitives and optimize the codec under a spherical rate-distortion objective. Primitives with insufficient rate-distortion benefit are automatically removed when their quantized opacity becomes zero, allowing OIC-GS to adapt both primitive density and level of detail without a fixed primitive budget. A single bitstream supports full-sphere, viewport-dependent, and progressive decoding. The first viewport reaches final quality after decoding only 52% of the bitstream, and is then rendered at 1,270 FPS. On a 100-image omnidirectional benchmark, OIC-GS outperforms all evaluated GS codecs, reducing WS-PSNR BD-rate by 49.6% over GaussianImage++ and 68.6% over SGI, which uses a learned entropy model.
ControlGS improves extended reality image quality by adapting rendering
ControlGS: Conditioning Neural Gaussians for Downstream-Processing-Aware XR Rendering
Abstract: Extended Reality (XR) users do not directly perceive the output of a rendering engine. Instead, rendered images pass through a post-processing pipeline and the physical display-optics path before reaching the eye. Critically, the exact downstream processing can vary significantly at run time, influenced by, for instance, camera pose and display power budget. Traditional 3DGS methods either implicitly assume that this downstream pipeline preserves image quality or cannot adapt to downstream processing changes. To bridge this gap, we present ControlGS, an XR Gaussian rendering pipeline that optimizes end-to-end visual quality. ControlGS models and integrates the entire downstream processing, between the rendering output and the human eye, into the optimization objective. To adapt to downstream processing at run time, ControlGS dynamically generates Gaussian primitives conditioned upon the downstream processing parameters. Experiments show that ControlGS consistently improves end-to-end post-optics XR quality across different neural Gaussian backbones and datasets, with minimal overhead. Code is available at https://horizon-lab.org/controlgs/.