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.

Tue 27 OctComputer Vision and Pattern RecognitionArtificial IntelligenceGraphics
The gist
Generating 3D scenes and new views from images usually needs a lot of computer memory and power. The authors introduce hexels, which are hexagonal surface pieces that can represent color changes smoothly and use fewer parts to show a scene. These hexels are more memory-efficient and faster to train than previous methods, and they improve image quality when rendering or reconstructing 3D surfaces. They also work well for 2D images, offering a better balance between quality and efficiency.
Open → 2610.37668v1

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.

Mon 26 OctComputer Vision and Pattern RecognitionComputational Geometry
The gist
Reconstructing 3D scenes over time from very few cameras is difficult and usually produces shaky or incomplete results. The authors introduce DUET4D, a method that connects a 4D model with generative video predictions in a way that lets them correct each other repeatedly. This self-correcting approach helps produce clearer and more accurate animated 3D scenes without adding strange artifacts. Compared to earlier methods, DUET4D achieves better quality and faster rendering.
Open → 2610.35002v1

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.

Wed 21 OctMachine Learning
The gist
Rendering realistic images on computers involves simulating how light bounces and reflects in a scene, which can be very complex. The paper presents a new approach called ART-MPG that uses a compact neural model to better predict how light paths behave, especially where shiny surfaces cause tricky reflections. This method reduces the number of repeated attempts needed to correctly sample these light paths, making rendering both more accurate and efficient. The authors tested their method on many scenes and found it consistently lowers errors compared to existing techniques.
Open → 2610.29049v1

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.

Thu 15 OctGraphics
The gist
Displacement maps add tiny details to surfaces but usually require turning those surfaces into many triangles, using lots of memory. The authors found a way to answer questions about these surfaces, like finding exact points or sampling, without converting them into triangles first. They created a method using simple planar patches with bounds that keep the surface’s shape information precise. This method helps in tasks like realistic rendering of light effects and solving equations on surfaces, all while saving memory and running efficiently.
Open → 2610.21584v1

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.

Sun 27 SeptMachine LearningComputer Vision and Pattern RecognitionData Structures and Algorithms
The gist
Calculating how elements affect each other in complex networks arranged like trees can be very slow, especially when distances matter. The authors introduce a new way to break down these tree structures into simpler parts and use fast math tricks to do these calculations much quicker. This approach works better than older methods and is shown to help in tasks like moving resources optimally on shapes and improving attention in vision AI. Their work includes both mathematical proofs and practical tests to show its usefulness.
Open → 2609.34025v1

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.

Sat 26 SeptGraphics
The gist
Simulating how light behaves in 3D scenes is important but can use a lot of memory, especially when calculating how changes affect the lighting (differentiation). The authors show that existing memory-saving methods for tracing light from the viewpoint don't work well when tracing from the light source because light paths can affect many pixels. They propose two new techniques that keep memory use low while still accurately calculating gradients needed for tasks like adjusting lights or materials. These methods help efficiently simulate complex light effects, potentially speeding up graphics tasks like inverse rendering.
Open → 2609.32920v1

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.

Fri 25 SeptGraphicsMachine Learning
The gist
Rendering shadows in 3D scenes that use neural networks typically takes a lot of computer power because calculating shadows requires many complex steps. The authors created a new method that compresses lots of shadow information into a single smart model that can quickly recreate shadows for many lighting angles without needing huge storage. This means shadows can be shown faster and still look very close to the high-quality versions. Their solution works well with existing 3D neural rendering systems and saves both time and memory.
Open → 2609.30658v1

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).

Wed 9 SeptComputer Vision and Pattern Recognition
The gist
Creating 3D scenes from many small points can take up a lot of space. The authors found that current methods for trimming unnecessary points often make quick, unreliable decisions. They introduced a new way to gradually decide which points to keep, leading to fewer points without losing image quality. This makes 3D scenes smaller and faster to work with.
Open → 2609.10095v1