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Introduces a neural render proxy (NRP) for differentiable relighting of static scenes with fixed camera and materials at interactive rates, enabling fast gradient-based inverse workflows.
This paper presents the Scanline Sweeper, a novel algorithm for rendering glyphs in computer graphics.
This paper proposes a glyph rendering algorithm based on GPU shaders—the scanline sweeper. By analyzing the quadratic Bézier representation of glyph contours, it computes scanline coverage within pixel windows, achieving high-quality anti-aliased rendering while reducing memory usage and supporting arbitrary transformations.
An L-system is a parallel rewriting system and a type of formal grammar used for modeling plant growth and generating fractals. Introduced by Aristid Lindenmayer in 1968.
Dany Bittel recounts printing a 3D Gaussian splat of an insect using Crysta.AI's printing service, discussing the technical adjustments needed for physical output and the potential of this technology for preserving 3D captures.
The article describes a project that uses Fourier series and epicycles to reconstruct a human face on the three faces of a cube, demonstrating how sinusoids can generate complex shapes.
Introduces High-Res Neural Cellular Automata that operates on a coarse lattice and uses a Local Pattern Producing Network to generate high-resolution outputs, enabling efficient procedural generation.
This paper presents FreeForm, a reduced-order simulation method for deformable hyperelastic objects using a Reproducing Kernel Particle Method (RKPM) that achieves 40x faster training and lower error than neural field approaches.
This article presents a novel algorithm for triangle tessellation using clamped parallelograms, improving upon Dx11-style tessellation by ensuring smooth transitions without popping, and includes an interactive JavaScript implementation under MIT license.
RT-Splatting introduces a new 3D Gaussian Splatting framework that separates geometric occupancy from optical opacity to improve rendering of semi-transparent specular surfaces with high-fidelity reflections and transmission.
A tutorial on building a simplified 3D Gaussian splatting renderer from scratch in C++ and OpenGL, covering loading and rendering Gaussian splats.