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Interesting paper showing great results for replacing standard low-res rendering + temporal upsampling (DLSS) with high-res GBuffer + adaptive sampling. Makes sense given rising costs of lighting computations vs GBuffer. arxiv.org/abs/2602.08642
3mo
Real-time path tracing increasingly operates under extremely low sampling budgets, often below one sample per pixel, as rendering complexity, resolution, and frame-rate requirements continue to rise. ...
arxiv.org
Forget Superresolution, Sample Adaptively (when Path Tracing)
Krzysztof Narkowicz