Papers for
graphics engineers
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.
Hexels improve 3D scene rendering and reconstruction efficiency
Honeycomb-Surfels: Compact Hexagonal Primitives for Efficient Scene Rendering and Reconstruction
Abstract: Novel view synthesis and 3D reconstruction have advanced rapidly with radiance fields and splatting, yet their memory and computational demands limit their use in resource-constrained settings. We introduce Hexels: novel planar hexagonal surface elements with a first-order spatial color field for efficient 3D scene and 2D image representation. Hexels exploit locally planar regions with smoothly varying appearance using fewer, larger primitives. Their hexagonal support provides an area- and boundary-efficient domain, while the local color field captures appearance variation within each primitive. Across 34 scenes, Hexels improve PSNR over memory-matched 2DGS by 4.53-7.38 dB across datasets while requiring lower training VRAM. We further ablate Hexels by showing that per primitive, Hexels outperform 2DGS by upto 4.74 dB while using lower training VRAM and having 2.31 times faster FPS. Even in unconstrained settings, Hexels offers complementary quality-memory trade-offs. For efficient 3D surface reconstruction, Hexels reduce error by 28.9% compared with memory-matched 2DGS across 15 DTU scans. On 6 Tanks and Temples surface scenes, Hexels achieves the highest mean F1 among compared methods (34.38%, versus 31.72% for 2DGS). We further also show that Hexels, as a general primitive, improves 2D image representation over Image-GS. Hexels push the Pareto frontier on the quality-efficiency trade-off of surface-aligned primitives.
Duet4d improves 4d scene reconstructions from few camera views
DUET4D: Self-Corrective Coupled Guidance for Sparse-View 4D Reconstruction
Abstract: Sparse-view 4D reconstruction is highly under-constrained when only a few cameras are available. Generative priors can recover missing appearances, but video models are computationally impractical for iterative reconstruction, whereas single-view models produce temporally inconsistent pseudo-observations. Moreover, directly absorbing uncertain generative outputs into Gaussian optimization often creates redundant primitives and floating artifacts. To address these challenges, we propose DUET4D, a self-corrective coupled guidance framework for sparse-view 4D Gaussian splatting. The core of our approach is a self-corrective framework where the 4D representation guides generative prior for spatio-temporal consistent supervisions. We first construct sequential alignments from current Gaussian evidence to steer the latent restoration. Then we use Sequential Fidelity Resampling to lift generative supervisions into Gaussian space to selectively distinguish repeatedly supported primitives. The corrected representation then provides more reliable Gaussian evidence for the next restoration cycle. Extensive experiments demonstrate that DUET4D significantly improves rendering quality and rendering efficiency.
Neural model improves light reflection sampling for realistic rendering
ART-MPG: Autoregressive R/T Manifold Path Guiding
Abstract: Specular chains concentrate important transport in small regions of path space and the structure depends on chain topology. We introduce ART-MPG, a compact neural model that samples chain length, an autoregressive reflection/transmission (R/T) string, and a direction from a topology-conditioned four-component von Mises-Fisher (vMF) mixture. We extend the repeated trial weighting in Manifold Path Guiding (MPG) by conditioning retry sampling on both chain length and the sampled R/T string, accounting for its known mass outside the stochastic re-hit trials. For a fixed proposal and target chain, this preserves the ideal expectation while reducing the expected retry count and reciprocal-estimator variance compared with retries conditioned on chain length alone. We distinguish the formal unbiasedness result from the capped and clamped renderer used in experiments. We evaluate fourteen scenes across a range of samples per pixel (SPP) against existing online and offline rendering algorithms. Our method consistently produces lower mean squared error at equal SPP than the online and offline baselines, with lower standard deviation across runs.
Technique enables geometric queries on displacement mapped surfaces without tessellation
Geometric Queries on Tessellation-Free Displaced Surfaces
Abstract: Displacement maps encode fine geometric detail in compact textures and simplify surface authoring, but using them typically requires pre-tessellating surfaces into dense triangle meshes, incurring a heavy memory cost. Recent tessellation-free methods enable direct ray tracing. However, broader geometric queries such as surface sampling, specular manifold search, and closest-point queries remain less explored. Supporting these operations requires surface enclosures, area estimates, and normal bounds, which scalar height intervals alone do not fully provide. We present a first-order texture-space hierarchy that unlocks these queries directly without pre-tessellation. Each node stores a local affine height plane and a conservative residual bound, retaining spatial height variation that scalar minimum--maximum bounds discard. The plane and residual provide surface enclosures for intersection and distance searches, while the plane's height and slopes supply area estimates for sampling. Additional slope bounds support specular light-path search. Building on this representation, we develop query-specific traversal, pruning, and sampling algorithms, and demonstrate them in caustics rendering, sampling displaced emitters, and surface partial differential equation (PDE) solvers. We demonstrate memory savings over pre-tessellation and performance improvements over query-specific baselines, while retaining efficient ray tracing.
Efficient algorithms speed up computations on tree structures with distance kernels
Structure-Adaptive Tree Field Integrators
Abstract: We present a new class of near-linear algorithms for efficiently integrating general tensor fields defined on trees with distance dependent kernels, the Structure-Adaptive Tree Field Integrators (STAD-TFIs). STAD-TFIs exploit the tree's underlying structure through decompositions built around path backbones and single vertex separators, and use two-dimensional fast Fourier transforms to compute interactions jointly. By exploiting this structural information, STAD-TFIs achieve more computationally efficient integration than their regular efficient tree field integrators (TFI) counterparts. We provide a detailed theoretical analysis of our proposed approach and complement it with an exhaustive empirical evaluation, ranging from speed tests on synthetic trees, through accelerated Sinkhorn-based relaxations of the Optimal Transport algorithms on real meshes, to Topological Attention Transformers for vision tasks. To the best of our knowledge, we provide some of the first results showing that efficient to compute and accurate relaxations of the geodesic Sinkhorn-based solutions of the Optimal Transport problem can be derived by applying fast TFI methods.
Constant-memory methods improve differentiable light tracing simulations
Constant-Memory Differentiable Light Tracing
Abstract: Reverse-mode differentiation of Monte Carlo light transport naively requires storing a computation graph whose size grows with path length, making it impractical for deep or high-sample simulations. Path Replay Backpropagation (PRB) eliminates this memory complexity for viewpoint path tracing by reconstructing paths from their random seeds and performing a constant-memory backward replay. However, this formulation relies on a one-path-one-pixel property that does not hold for light tracing: a single light path can contribute to many pixels, and the corresponding per-vertex adjoints cannot be recovered during replay from constant-size state. We demonstrate that this structural difference prevents a direct extension of PRB to light tracing in constant memory, and that buffered two-pass variants retain linear memory scaling with path length. We then introduce two constant-memory reverse-mode formulations for differentiable light tracing. The first, Reservoir Light Replay Backpropagation (ResLRB), compresses the set of per-path sensor connections into a single stochastically selected representative using weighted reservoir sampling, preserving a two-pass structure at the cost of increased gradient variance. The second, LRB-3-pass, introduces an additional traversal that accumulates downstream adjoint contributions prior to backpropagation, retaining all connections and matching naive reverse-mode AD in expectation. Both methods support detached and attached formulations, including differentiation of sensor splat positions induced by geometric perturbations. We validate correctness against naive AD, characterize memory and runtime trade-offs, and demonstrate inverse rendering of specular caustics driven entirely by light tracing.
Diffusion model speeds up realistic shadow rendering in neural volumes
DiffusionShadow: Diffusion-based Shadow Caching for Neural Volume Rendering
Abstract: Implicit neural representations (INRs) have gained momentum in scientific visualization due to their compactness and scalability to large datasets, making them well suited for integration with direct volume rendering (DVR). However, real-time volume rendering of INR with advanced illumination effects, such as shadows, remains computationally expensive, as evaluating shadow terms via ray marching is costly. Alternatively, precomputing and storing shadows for many lighting directions is prohibitive in both memory and storage. To address this, we introduce a diffusion-based shadow caching framework that compresses a vast set of pre-calculated shadow INRs into a single diffusion model. Rather than focusing on generalizing to unseen directions, our method effectively memorizes and reconstructs a dense set of pre-trained lighting conditions on the fly. We first encode a collection of shadow coefficient volumes as shadow INRs, and then train a diffusion model conditioned on lighting direction to predict the corresponding shadow INR weights at inference time. This design integrates directly with standard INR renderers without additional runtime sampling. Experiments show that our approach achieves faster rendering than traditional methods while bypassing the massive storage bloat of independent INRs, producing shadows that closely match most of the reference results.
Stable mask pruning reduces 3D Gaussian data for better view synthesis
LinearMask-GS: Stable-Mask Importance Pruning for Compact 3D Gaussian Splatting
Abstract: 3D Gaussian Splatting (3DGS) enables real-time novel view synthesis but produces millions of primitives through adaptive densification, leading to significant storage overhead. Learned-mask pruning methods such as LP-3DGS address this by assigning each Gaussian a learnable mask to identify and prune redundant primitives. However, we identify a limitation of this paradigm: the steep slope of the Gumbel-Sigmoid activation drives mask values to the extremes within the short mask-training window, before the importance ranking has stabilized, producing a sharply bimodal distribution from which that ranking can no longer be reliably recovered. We propose LinearMask-GS, which replaces Gumbel-Sigmoid with a linear increment activation that keeps mask values in a mid-confidence regime throughout mask training, producing a stable, unimodal mask distribution whose ranking tracks importance. On Mip-NeRF 360, our method achieves 3.6x and 1.6x Gaussian reductions over 3DGS and LP-3DGS, respectively, while maintaining or improving rendering quality. For outdoor scenes, it yields a 1.6x reduction (from 2.18M to 1.36M) with notable gains in PSNR (+0.38 dB), SSIM (+0.025), and LPIPS (-0.029).