| 0 | -- | 0 | Fei Lee, Jia-Wun Jhang, Chun-Fa Chang. Photon-Driven Manifold Sampling |
| 0 | -- | 0 | Martin Kácerik, Jirí Bittner. SAH-Optimized k-DOP Hierarchies for Ray Tracing |
| 0 | -- | 0 | Bastian Kuth, Max Oberberger, Carsten Faber, Dominik Baumeister, Matthäus G. Chajdas, Quirin Meyer. Real-Time Procedural Generation with GPU Work Graphs |
| 0 | -- | 0 | Wolfgang Tatzgern, Alexander Weinrauch, Pascal Stadlbauer, Joerg H. Mueller, Martin Winter, Markus Steinberger. Radiance Caching with On-Surface Caches for Real-Time Global Illumination |
| 0 | -- | 0 | Carsten Benthin, Daniel Meister 0002, Joshua Barczak, Rohan Mehalwal, John A. Tsakok, Andrew Kensler. H-PLOC: Hierarchical Parallel Locally-Ordered Clustering for Bounding Volume Hierarchy Construction |
| 0 | -- | 0 | Lukas Kandlbinder, Addis Dittebrandt, Alexander Schipek, Carsten Dachsbacher. Optimizing Path Termination for Radiance Caching Through Explicit Variance Trading |
| 0 | -- | 0 | Rahul Goel, Markus Schütz, P. J. Narayanan, Bernhard Kerbl. Real-Time Decompression and Rasterization of Massive Point Clouds |
| 0 | -- | 0 | Jan Kelling, Daniel Ströter, Arjan Kuijper. Light Path Guided Culling for Hybrid Real-Time Path Tracing |
| 0 | -- | 0 | Gustaf Waldemarson, Michael C. Doggett. Succinct Opacity Micromaps |
| 0 | -- | 0 | Thibault Tricard. Interval Shading: using Mesh Shaders to generate shading intervals for volume rendering |
| 0 | -- | 0 | Elena Denisova, Leonardo Bocchi. Converging Algorithm-Agnostic Denoising for Monte Carlo Rendering |
| 0 | -- | 0 | Simon Andreasson, Linus Östergaard, Prashant Goswami. Parallel spatiotemporally adaptive DEM-based snow simulation |
| 0 | -- | 0 | Michael Steiner 0011, Thomas Köhler, Lukas Radl, Markus Steinberger. Frustum Volume Caching for Accelerated NeRF Rendering |
| 0 | -- | 0 | Antoine Richermoz, Fabrice Neyret. GigaVoxels DP: Starvation-Less Render and Production for Large and Detailed Volumetric Worlds Walkthrough |
| 0 | -- | 0 | Mirco Werner, Vincent Schüßler, Carsten Dachsbacher. ReSTIR Subsurface Scattering for Real-Time Path Tracing |
| 0 | -- | 0 | Shu-Ho Fan, Kai-Wen Hsiao, Kai Yi Tan, Chih-Yuan Yao, Hung-Kuo Chu. Aliasing Detection in Rendered Images via a Multi-Task Learning |
| 0 | -- | 0 | Daniel Meister 0002, Paritosh Kulkarni, Aaryaman Vasishta, Takahiro Harada. HIPRT: A Ray Tracing Framework in HIP |
| 0 | -- | 0 | Anis Benyoub, Jonathan Dupuy. Concurrent Binary Trees for Large-Scale Game Components |
| 0 | -- | 0 | Joshua Barczak, Carsten Benthin, David McAllister. DGF: A Dense, Hardware-Friendly Geometry Format for Lossily Compressing Meshlets with Arbitrary Topologies |
| 0 | -- | 0 | Nicolas Lutz, Arnaud Schoentgen, Guillaume Gilet. Fast orientable aperiodic ocean synthesis using tiling and blending |
| 0 | -- | 0 | Raph Levien, Arman Uguray. GPU-friendly Stroke Expansion |