Silencing the Noise on Elysium
This new solution to the common issue of ray-traced noise drastically reduces render times by expanding use of a temporal filter to attenuate the weighting of a non-local-means algorithm that selectively refines its result.
Image Engine Design, Inc.
A Zero-Variance-Based Sampling Scheme for Monte Carlo Subsurface Scattering
A novel unbiased Monte Carlo sampling method for accurate subsurface scattering simulation, derived from the theory of zero-variance random walks. The method significantly reduces variance and increases rendering performance over the classical path sampling traditionally employed in volumetric media rendering.
Charles University in Prague
Hierarchical Digital-Differential Analyzer for Efficient Ray-Marching in OpenVDB
A novel hierarchical digital differential analyzer that allows for efficient ray-marching, rendering,and intersections of the VDB data structure. The analyzer has enjoyed widespread adoption in the VFX industry.
Importance Sampling for a Microcylinder-Based Cloth BSDF
An importance-sampling method for a microcylinder-based bidirectional scattering distribution function for cloth, presented by Sadeghi et al in 2013. The algorithm is efficient, easy to implement, and has no significant memory overhead nor need for pre-computation.