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DTSTART:19700308T020000
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BEGIN:VEVENT
DTSTAMP:20260805T205450Z
LOCATION:Room 408 A
DTSTART;TZID=America/Los_Angeles:20260720T154500
DTEND;TZID=America/Los_Angeles:20260720T171500
UID:siggraph_SIGGRAPH 2026_sess134@linklings.com
SUMMARY:Real-Time Rendering
DESCRIPTION:Streaming of rendered content with adaptive frame rate and res
 olution\n\nTo improve the perceived quality of streamed content while redu
 cing rendering costs, we exploit the spatiotemporal limits of the human vi
 sual system and adaptively adjust both frame rate and resolution based on 
 scene content and motion. Those are controlled with a neural network, trai
 ned on a datase...\n\n\nYaru Liu and Joseph March (University of Cambridge
 ) and Rafał K. Mantiuk (University of Cambridge, Meta)\n------------------
 ---\nGabor Fields: Orientation-Selective Level-of-Detail for Volume Render
 ing\n\nWe propose using Gabor kernels as volumetric density primitives to 
 enable compact, cheap and continuous level-of-detail to primitive-based ph
 ysically-based volume rendering with single and multiple scattering. We sh
 ow state-of-the-art results in regression quality, runtime performance and
  introduce ...\n\n\nJorge Condor, Nicolai Hermann, Mehmet Ata Yurtsever, a
 nd Piotr Didyk (Università della Svizzera Italiana)\n---------------------
 \nLightOpt: Lights Optimization for Real-time Rendering\n\nLightOpt is a d
 ifferentiable optimization framework that automatically reduces the number
  of lights in real-time game scenes while preserving visual appearance. By
  optimizing and restructuring real-time light sources, it lowers lighting 
 cost, reduces overlap, and improves cross-platform performance ...\n\n\nTu
 o Chen (Tsinghua University), Luyan Cao and Kui Wu (LIGHTSPEED), and Shimi
 n Hu (Tsinghua University)\n---------------------\nDPF: Differentiable Pol
 yphase Filtering for Large-Kernel Approximation\n\nWe introduce a novel Po
 lyphase Filtering framework offering the fastest approximation for real-ti
 me, large-kernel image and video processing. Overcoming fixed-resolution p
 rocessing constraints, our method efficiently handles complex, spatially-v
 ariant kernels. It significantly outperforms existing t...\n\n\nZhe Cao, Z
 hizhen Wu, and Yuchi Huo (State Key Lab of CAD and CG, Zhejiang University
 ); Zhonggui Chen (School of Informatics, Xiamen University); and Rui Wang 
 (State Key Lab of CAD and CG, Zhejiang University)\n---------------------\
 nGeneralized Spherical Harmonics Products using Spherical Grids\n\nWe intr
 oduce the Generalized Spherical Harmonics Product, a novel method supporti
 ng inputs with different SH orders and flexible output truncation. Using S
 pherical Grids as an intermediate representation, we reduce SH products to
  simple point-wise multiplications, achieving 3.5–6.5× speedup ov...\n\n\n
 Di An, Jiaqi Wu, and Bowen Xu (Tsinghua University); Lingqi Yan (Mohamed b
 in Zayed University of Artificial Intelligence); and Kun Xu (Tsinghua Univ
 ersity)\n---------------------\nReal-Time Rendering - Interactive Discussi
 on\n\nAfter the summary presentations, attendees will participate in an in
 teractive discussion. Outside the room will be a series of poster boards f
 or authors to gather around with the audience. Authors are invited to brin
 g any material related to their paper that could instigate further convers
 ation such...\n\n\nInterest Area: Research & Education\n\nKeyword: Games, 
 Real-Time, Rendering, Virtual Reality\n\nRegistration Category: Full Confe
 rence Supporter, Full Conference\n\nSession Chair: Tobias Ritschel (Univer
 sity College London (UCL); Reality Labs, Meta)
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