Christoph Peters
Graphics researcher at TU Delft. Formerly Intel, KIT, NVIDIA, Uni Bonn. Known for moment shadow maps, MBOIT, blue noise, spectra, light sampling. Opinions are my own.
https://MomentsInGraphics.de
- Ray marching is a common approach to GPU-accelerated volume rendering, but gives biased transmittance estimates. My new #SIGGRAPHAsia paper (+code) proposes an amazingly simple formula to eliminate this bias almost completely without using more samples. momentsingraphics.de/SiggraphAsia...
- A presentation recording (ca. 10 minutes) and the PDF slides for my transmittance estimation paper are available now: momentsingraphics.de/SiggraphAsia...
- My third and final blog post on spectral rendering is out. This one compares results of RGB and spectral rendering under different illuminants and draws conclusions. momentsingraphics.de/SpectralRend...
- My second blog post on spectral rendering is out. This one explains how to use wavelength importance sampling to minimize color noise while limiting the overhead to 0.3 ms and how to make BRDFs spectral. momentsingraphics.de/SpectralRend...
- RGB rendering is founded on lies and perpetuated by misconceptions about the practicality of spectral rendering. My new blog post series describes a spectral GPU path tracer. Part 1 focuses on how to make it work with existing RGB assets. momentsingraphics.de/SpectralRend...
- Physically-based differentiable rendering enables inverse rendering, but handling visibility is hard. Our SIGGRAPH 2025 paper uses quadrics to importance sample silhouette edges--outperforming all existing unidirectional differentiable path tracers. momentsingraphics.de/Siggraph2025...
- All HPG 2025 papers are now available on the EG digital library. CGF papers: diglib.eg.org/handle/10.23... Conference papers: diglib.eg.org/handle/10.23... It has been a huge honor to act as HPG papers chair and guest editor and I look forward to an exciting program in Copenhagen.
- Spherical harmonics are widely used in graphics. Ever wondered how to compute their derivatives? My HPG 2025 poster shows that it is basically free. It also comes with a code generator for C, C++, Python, GLSL and HLSL to compute SH with derivatives. momentsingraphics.de/HPGPoster202...
- My webpages momentsingraphics.de and ultimate3d.org have migrated to a new server. If you notice anything broken, please let me know.
- Reposted by Christoph Peters[Not loaded yet]
- 4 weeks to the HPG papers deadline (and 3 to the abstract deadline). Our call for posters, Hot3D and the student competition are also online and @c0de517e.bsky.social is confirmed as our first keynote speaker. highperformancegraphics.org/2025/program...
- Alban Fichet and I published a method for lossy compression of spectral images, i.e. images with 1 channel per wavelength 🌈. TL;DR: Cosine transform the spectrum of each pixel, normalize by mean brightness and compress the resulting channels using JPEG XL.
- The High-Performance Graphics 2025 papers deadline is 8 weeks from now on April 14 (abstract deadline is April 7). I hope your research is coming along nicely. I can't wait to see what you've been working on and to meet at HPG in Copenhagen, June 23-25. highperformancegraphics.org/2025/program...
- Judging by the Blackwell whitepaper, RTX Mega Geometry is an implementation of ideas from this HPG 2023 paper by Carsten Benthin and me. It is cool to see this broadly deployed so soon. Hopefully, cross-vendor standardization will be just as swift. momentsingraphics.de/HPG2023.html
- My new blog post explains spectral radiometric quantities, photometry and basics of spectral rendering. This is part 2/2 in a series on radiometry. Learn what it means when a light bulb has 800 lumen and how your renderer can account for that. momentsingraphics.de/Radiometry2P...
- You cannot get physically-based rendering right without understanding radiometry. My new blog post explains it all, relying on familiar concepts from rendering algorithms as much as possible. Part 2 will come next week. momentsingraphics.de/Radiometry1B...
- Do you want to learn path tracing? Two lectures that I held at TU Delft are on YouTube now! The 2nd is what I had in mind for part 3 of my path tracing workshop. No Shadertoy exercises this time, but an open source Vulkan path tracer 🥳. www.tudelft.nl/ewi/over-de-... www.youtube.com/watch?v=Uerw...
- Reposted by Christoph Peters[Not loaded yet]