Papers for
graphics programmers
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.
Tile skipper speeds up 3d gaussian splatting with adaptive pruning
TileSkipper: Region-Adaptive Tile Pruning for 3D Gaussian Splatting
Abstract: Tiled 3D Gaussian Splatting rasterizers often use one scene-wide contribution cutoff for tile enumeration, although content differs in its sensitivity to support truncation. TileSkipper selects a static per-Gaussian cutoff policy for a frozen checkpoint. Calibration renders measure candidate pair savings and an isolated-removal distortion proxy that accounts for front transmittance and background color. The method allocates cutoffs across 64 Gaussian groups and accepts policies only after complete renders on disjoint selection views. The exported policy uses one byte per Gaussian, with no parameter updates, additional kernel, or per-frame policy inference. Across 13 scenes from Mip-NeRF 360, Tanks & Temples, and Deep Blending, a fixed-policy AccuTile sweep gives dataset-macro speedups of $1.088\times$ at standard resolution and $1.238\times$ at 3840 pixels wide, with $-0.007/-0.023$ dB mean PSNR change. Six integrations with existing opacity-aware bounds yield $1.009\times$--$1.121\times$ compiler-only speedups. For four ports from $3σ$ rasterizers, we separately attribute the prior exact-bound transition and our incremental gain. Matched-quality ablations show modest gains over scene-global calibration and parity with per-Gaussian control; the standalone comparison with AdaGScale is regime-dependent.
Benchmarking AI agents that turn video into dynamic scene code
4DCodeBench: Benchmarking Agents on Inverse Graphics of Dynamic Scenes
Abstract: We introduce 4DCodeBench, a benchmark for 4D inverse graphics through code generation, in which agents reconstruct dynamic scenes from video as executable graphics programs. To accomplish this, agents must translate visual observations into compact representations of scene structure and dynamics, by implementing abstractions such as physical simulations to reproduce complex behavior. To evaluate this capability, we curate a set of real-world videos and construct synthetic scenes spanning diverse physical phenomena, including deformation, fluid flow, and fracture. We perform extensive benchmarking of frontier models, finding that strong static reconstruction capabilities do not yet translate into reliable reconstruction of complex dynamics. 4DCodeBench provides a testbed for tracking progress toward agents that can interpret the dynamics of the world through code. Our benchmark is available at https://github.com/4DCodeBench/4DCodeBench
Fast and differentiable matrix decomposition method speeds up GPU work
Fast Differentiable SVD on GPU via Polar Decomposition
Abstract: We present a fully GPU-oriented SVD pipeline based on polar decomposition, motivated by iterative methods that rely solely on matrix multiplications, such as the Newton-Schulz iteration. We show that this approach enables up to a $2\times$ speedup compared to standard implementations. Furthermore, we derive a numerically stable backward pass for the polar decomposition and leverage it to obtain a fully differentiable SVD. Our methods are released as open-source implementations in both PyTorch and JAX: https://github.com/fallnlove/cans_svd.
New efficient method speeds up 3 by 3 matrix multiplication
A 51-Addition Alternative-Basis Kernel for Rank-23 $3\times3$ Matrix Multiplication
Abstract: We give a rank-23 algorithm for $3\times3$ matrix multiplication using 51 additions and subtractions in alternative bases. The input and output conversions require five further additions, giving 56 additions in ordinary coordinates. The construction combines linear-program reduction with a search over sparse basis changes, and the resulting programs are distributed as a machine-checkable certificate. We verify correctness by exact coefficient expansion and distinguish the kernel cost from the cost of a complete multiplication.
Neural denoiser speeds up noise removal in new 3d gaussian rendering
Ultra-fast Neural Inference for Stochastic Gaussian Splatting Denoising
Abstract: Stochastic rendering eliminates the sorting and alpha blending process in Gaussian splatting, at the cost of introducing spatial noise. Formulating temporal denoising over the pixel stream shared by view-consistent stochastic splatting renderers, we propose a temporal neural denoiser validated on stochastic 2D Gaussian Splatting rendering, combining dual-path exponential moving average accumulation, per-pixel learned trust prediction for history validation, a fixed anisotropic spatial filter and a variance-gated composition with stabilization. The denoiser suppresses the noise, achieving temporally stable, visually compelling outputs during free camera navigation, all while retaining the sort-free, blend-free rasterization performance. The combined pipeline retains a PSNR gap to sorted alpha-blending renderers, but the denoiser's overhead stays below the time saved by removing sorting and blending.
Improving diffusion model outputs by smartly distributing compute steps
Leveraging Inference-Time Compute for Diffusion Models via Global Scheduling of Denoising Trajectories
Abstract: Diffusion models generate a sample by traversing a denoising trajectory, a sequence of stochastic noise-reduction steps that transforms pure noise into a draw from a target distribution. At deployment time, additional computation can improve sample quality without retraining: at each step, the sampler draws several candidate noise samples, scores the resulting predictions with a quality criterion called the verifier, and retains the best candidate at the cost of one network evaluation per candidate. This raises a resource allocation question: given a fixed budget of function evaluations, how should search effort be distributed across the steps of the denoising trajectory? We formulate this as a computational budget allocation problem. First, we show that, to leading order in the step size, the expected gain from evaluating $K$ candidates at a step factorizes into an endogenous, step-specific sensitivity parameter times a universal sample-size factor equal to the expected best of $K$ standard-normal draws. Second, for a fixed sensitivity profile, the optimal allocation solves a separable concave integer program with water-filling structure; at fixed total sensitivity, its advantage over uniform allocation increases with sensitivity dispersion in the majorization order. Third, we prove that when sensitivities vary across instances, no adaptive policy can avoid worst-case regret that grows linearly in the trajectory length, which motivates a design that anchors the allocation offline and adapts online only to recover instance-specific slack. We extend the analysis from independent random search to a broader family of local search operators, and instantiate it as an implementable algorithm. Experiments on three families of diffusion samplers show that the proposed allocation attains the quality of the uniform benchmark with 20 to 50 percent fewer function evaluations.
New simple model improves light reflections on rough surfaces
An Elementary Expression for Multiple Scattering in Homogeneous Microflake Media
Abstract: We derive a novel diffuse-like BRDF based on microfacet theory. Its main novelty lies in the fact that it admits an elementary expression for both evaluation and importance sampling, while accounting exactly for all scattering orders under the Smith shadowing assumption. As such, it is the first to settle the question of whether such a construction was possible. In practice, the BRDF produces Lambertian reflectance at normal incidence and progressively concentrates reflected light around the mirror direction as incidence approaches grazing. We showcase this effect by comparing rendering results against Lambertian and state-of-the-art stochastic microfacet BRDFs.
Contrastive noise alignment improves generative flow models quality and speed
Beyond Random Couplings: Contrastive Noise Alignment in Generative Flows
Abstract: Diffusion and flow-matching models are typically trained by corrupting data through independently sampled Gaussian noise. While simple and scalable, this forward process induces arbitrary data-noise couplings, forcing the network to learn high-curvature transports between unrelated endpoints. Existing optimal-transport methods reduce this burden by reassigning fixed noise samples to data, but the source noise distribution itself remains passive. To address this, we introduce Contrastive Noise Alignment (CNA), a training-time method that creates dynamic, contrastive couplings by optimizing the noise representations directly. By modeling the noise batch as an interacting particle system, CNA employs a cross-modal InfoNCE objective to align noise particles with their paired data targets. To prevent spatial collapse, this alignment is regularized using an angular entropy term and a radial norm penalty. We show theoretically that this equilibrium asymptotically preserves Gaussian structures, maintaining tractability during inference. Empirically, CNA improves the alignment between noise and data, reduces flow curvature, and provides better generation quality with fewer required sampling steps. For few-step, pixel-space generation (2-4 NFEs), CNA reduces FID by over 50\% compared to standard rectified flow, and by at least 24\% against Optimal Transport baselines.