Our upcoming HPG 2025 paper ”Collaborative Texture Filtering” is up!
Research done with
@_pandersson, Matt Pharr, and @BartWronsk.
https://t.co/ZZtPU8vkJB
I'm excited to share our latest paper (work with Matt Pharr and @inversepixel ), "Improved Stochastic Texture Filtering Through Sample Reuse" accepted to I3D'2025.
https://t.co/8N9dlSdplT
https://t.co/WTtpMHfHlW 1/
@mwesterdahl76@ChristerEricson I’m not on X very often any longer. Not even Mastodon. So no advice for you. Would be fun to catch up some day, though. Are you based in Stockholm?
FLIP v1.4 is out! It makes the Python implementation about 20-47x faster than before, and significantly more convenient to use. Code available at https://t.co/a5nWWuF2ua. Details in 🧵.
We finally get to share our neural materials research.
We created custom highly-realistic reference materials, we invented new neural models, and we built new graphics systems.
End result is these neural materials run in a real-time path tracer.
https://t.co/EOHnRbjjS1
NVIDIA is thrilled to share our SIGGRAPH 2023 papers. It is our best SIGGRAPH yet, with ~20 papers authored in partnership with over a dozen universities.
Generative AI, 3D content creation, neural rendering, neural physics, and more...
https://t.co/fN6f3g2eDQ
I'm super excited to finally share our work (with @karthikvnathan @marcosalvi@inversepixel@_pandersson@aaronlefohn ), accepted to Siggraph 2023: https://t.co/La6yaoB1PT Neural Texture Compression.
@phyronnaz Sorry for the late reply. For each n_ijk, we compute the analytic normal, i.e., Eq 9-11. This is 3 bilinear interpolation times 8 corners. And then a trilinear interpolation on top of that. @SoderlundHerman
Improved material & light separation in triangular 3D model extraction from images.
Paper, video & code: https://t.co/oKr5UTjKeV #NeurIPS2022, @nvidia
@BrianKaris No, we did not do that... that's clever!
We could do that even for SVS, i.e., shrink the AABB around each surface inside a single voxel (but we have not tried that either).