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Active areas of research


Interactive Path Tracing

Construction of a generic interactive path tracer:
  • game-like scenes, in terms of scene and shader complexity
  • interactive to real-time performance (15-30fps)
  • targeting consumer hardware (1 CPU, 1 GPU)
Sub-topics include acceleration structure maintenance (Bonsai BVH: Ronald Dommisse), BRDFs (Gleb Mineev), scene graph.

Foveated Rendering

Under Construction

Reprojection and adaptive sampling

Under Construction

Filtering for real-time path tracing

Under Construction