mlsanityData to 7 Oct 2026

Filtering After Shading With Stochastic Texture Filtering

arXiv 2407.06107 ↗First posted 14 May 2024cs.CV cs.GRcited by 5

Not on the map. Why?

Abstract (arXiv)

2D texture maps and 3D voxel arrays are widely used to add rich detail to the surfaces and volumes of rendered scenes, and filtered texture lookups are integral to producing high-quality imagery. We show that applying the texture filter after evaluating shading generally gives more accurate imagery than filtering textures before BSDF evaluation, as is current practice. These benefits are not merely theoretical, but are apparent in common cases. We demonstrate that practical and efficient filtering after shading is possible through the use of stochastic sampling of texture filters. Stochastic texture filtering offers additional benefits, including efficient implementation of high-quality texture filters and efficient filtering of textures stored in compressed and sparse data structures, including neural representations. We demonstrate applications in both real-time and offline rendering and show that the additional error from stochastic filtering is minimal. We find that this error is handled well by either spatiotemporal denoising or moderate pixel sampling rates.

Key facts. Cited by 5 papers in the map (data through 7 Oct 2026). Builds on 3 of its 61 references that are in the map. First posted on arXiv 14 May 2024.

Builds on

3 of 61 references.

References · 3

  1. 2019Handheld Multi-Frame Super-Resolutioncited by 85
  2. 2021Appearance-Driven Automatic 3D Model Simplificationcited by 24
  3. 2023Random-Access Neural Compression of Material Texturescited by 23

Built on by

Cited by year (2026 to 7 Oct)

Citing papers per year: 2025: 4; 2026: 1.

5 papers.