Related papers: Running on Raygun
Vector fields are one of the fundamental parts of mathematics which are key for modelling many physics phenomena such as electromagnetic fields or fluid and gas flows. Fields found in nature often exhibit complex structures which can be…
We present an algorithm for creating an n-level ray-space hierarchy (RSH) of coherent rays that runs on the GPU. Our algorithm uses rasterization to process the primary rays, then uses those results as the inputs for a RSH, that processes…
We present the OpenAI Remote Rendering Backend (ORRB), a system that allows fast and customizable rendering of robotics environments. It is based on the Unity3d game engine and interfaces with the MuJoCo physics simulation library. ORRB was…
Large-scale numerical simulations of planetary interiors require dedicated visualization algorithms that are able to efficiently extract a large amount of information in an interactive and user-friendly way. Here we present a software…
We present the methodology of a photon-conserving, spatially-adaptive, ray-tracing radiative transfer algorithm, designed to run on multiple parallel Graphic Processing Units (GPUs). Each GPU has thousands computing cores, making them…
Recent advances in view synthesis and real-time rendering have achieved photorealistic quality at impressive rendering speeds. While Radiance Field-based methods achieve state-of-the-art quality in challenging scenarios such as in-the-wild…
Representing and rendering dynamic scenes from 2D images is a fundamental yet challenging problem in computer vision and graphics. This survey provides a comprehensive review of the evolution and advancements in dynamic scene representation…
Numerical methods for radiative transfer play a key role in modern-day astrophysics and cosmology, including study of the inhomogeneous reionization process. In this context, ray tracing methods are well-regarded for accuracy but notorious…
Range minimum queries are frequently used in string processing and database applications including biological sequence analysis, document retrieval, and web search. Hence, various data structures have been proposed for improving their…
We present a Python-based renderer built on NVIDIA's OptiX ray tracing engine and the OptiX AI denoiser, designed to generate high-quality synthetic images for research in computer vision and deep learning. Our tool enables the description…
We propose an image warping-based remote rendering technique for volumes that decouples the rendering and display phases. Our work builds on prior work that samples the volume on the client using ray casting and reconstructs a z-value based…
Offline Reinforcement Learning (ORL) is a promising approach to reduce the high sample complexity of traditional Reinforcement Learning (RL) by eliminating the need for continuous environmental interactions. ORL exploits a dataset of…
This paper presents a realization of the approach to spatial 3D stereo of visualization of 3D images with use parallel Graphics processing unit (GPU). The experiments of realization of synthesis of images of a 3D stage by a method of trace…
We present VkSplat, a high-performance, cross-vendor 3D Gaussian Splatting (3DGS) training pipeline implemented fully in Vulkan compute, addressing performance and compatibility limitation of existing training pipelines. With various…
We propose and evaluate a neural point-based graphics method that can model semi-transparent scene parts. Similarly to its predecessor pipeline, ours uses point clouds to model proxy geometry, and augments each point with a neural…
Graph Neural Network (GNN) is a variant of Deep Neural Networks (DNNs) operating on graphs. However, GNNs are more complex compared to traditional DNNs as they simultaneously exhibit features of both DNN and graph applications. As a result,…
The problem of 3D reconstruction from posed images is undergoing a fundamental transformation, driven by continuous advances in 3D Gaussian Splatting (3DGS). By modeling scenes explicitly as collections of 3D Gaussians, 3DGS enables…
Radiance fields produce high fidelity images with high rendering speed, but are difficult to manipulate. We effectively perform avatar texture transfer across different appearances by combining benefits from radiance fields and mesh…
These notes accompany the open-source code published in GitHub which implements a GPU-based line-segment, surface-triangle intersection algorithm in CUDA. It mentions some relevant works and discusses issues specific to this implementation.…
Recent advances in novel view synthesis (NVS) have enabled real-time rendering with 3D Gaussian Splatting (3DGS). However, existing methods struggle with artifacts and missing regions when rendering from viewpoints that deviate from the…