BEGIN:VCALENDAR VERSION:2.0 PRODID:Linklings LLC BEGIN:VTIMEZONE TZID:Asia/Tokyo X-LIC-LOCATION:Asia/Tokyo BEGIN:STANDARD TZOFFSETFROM:+0900 TZOFFSETTO:+0900 TZNAME:JST DTSTART:18871231T000000 END:STANDARD END:VTIMEZONE BEGIN:VEVENT DTSTAMP:20250110T023312Z LOCATION:Hall B5 (2)\, B Block\, Level 5 DTSTART;TZID=Asia/Tokyo:20241205T104500 DTEND;TZID=Asia/Tokyo:20241205T115500 UID:siggraphasia_SIGGRAPH Asia 2024_sess128@linklings.com SUMMARY:Going Fast: Accelerated Rendering DESCRIPTION:Technical Papers\n\nEach Paper gives a 10 minute presentation. \n\nHigh-Throughput Batch Rendering for Embodied AI\n\nIn this paper we st udy the problem of efficiently rendering images for embodied AI training w orkloads, where agent training involves rendering millions to billions of independent frames, often at low-resolutions and with simple (or no) light ing and shading, that serve as the agent's observations of ...\n\n\nLuc Gu y Rosenzweig, Brennan Shacklett, Warren Xia, and Kayvon Fatahalian (Stanfo rd University)\n---------------------\nAdR-Gaussian: Accelerating Gaussian Splatting with Adaptive Radius\n\n3D Gaussian Splatting (3DGS) is a recen t explicit 3D representation that has achieved high-quality reconstruction and real-time rendering of complex scenes. However, the rasterization pip eline still suffers from unnecessary overhead resulting from avoidable ser ial Gaussian culling, and uneven load d...\n\n\nXinzhe Wang, Ran Yi, and L izhuang Ma (Shanghai Jiao Tong University)\n---------------------\n3D Gaus sian Ray Tracing: Fast Tracing of Particle Scenes\n\nParticle-based repres entations of radiance fields such as 3D Gaussian Splatting have found grea t success for reconstructing and re-rendering of complex scenes.\nMost exi sting methods render particles via rasterization, projecting them to scree n space tiles for processing in a sorted order.\nThis work ...\n\n\nNicola s Moenne-Loccoz (NVIDIA); Ashkan Mirzaei (NVIDIA, University of Toronto); and Or Perel, Riccardo de Lutio, Janick Martinez Esturo, Gavriel State, Sa nja Fidler, Nicholas Sharp, and Zan Gojcic (NVIDIA)\n--------------------- \nEfficient Image-Space Shape Splatting for Monte Carlo Rendering\n\nA typ ical Monte Carlo rendering method contributes one light path only to a sin gle pixel at a time. Reusing light paths across multiple pixels, however, can amortize the cost and improve the efficiency. The state of the art of path reuse is to employ shift mapping to reduce the cost of path reuse, w. ..\n\n\nXiaochun Tong and Toshiya Hachisuka (University of Waterloo)\n---- -----------------\nDirectL: Efficient Radiance Fields Rendering for 3D Lig ht Field Displays\n\nAutostereoscopic display technology, despite decades of development, has not achieved extensive application, primarily due to t he daunting challenge of three-dimensional (3D) content creation for non-s pecialists. The emergence of Radiance Field as an innovative 3D representa tion has markedly revolut...\n\n\nZongyuan Yang, Baolin Liu, Yingde Song, Lan Yi, Yongping Xiong, Zhaohe Zhang, and Xunbo Yu (Beijing University of Posts and Telecommunications)\n\nRegistration Category: Full Access, Full Access Supporter\n\nLanguage Format: English Language\n\nSession Chair: Ma nolis Savva (Simon Fraser University) END:VEVENT END:VCALENDAR