I am excited to finally share our recent paper "Filtering After Shading With Stochastic Texture Filtering" (with @mattpharr @marcosalvi and Marcos Fajardo), published at ACM I3D'24 / PACM CGIT, where we won the best paper award! 1/N
@BartWronski ah, I remember a year or two ago you were asking around about Unreal jittered sampling and other “strange” texture filtering approaches. Now we know where all that went! Really nice!

@aras yes, we had a tech report with our initial findings and a ton of folks reported some great precedents in old games. We knew of all the academic literature, but game developers just use them and often not even report. :)
The coolest example was this old Star Trek game and the first Unreal, we had no idea! This helped us a lot to contextualize our research. :)

Game developers, please report your findings and even "hacks"! :)

@aras Even if writing a full paper might seem intimidating and a ton of work (plus sometimes dealing with gatekeeping reviewers), GDC or Siggraph "Advances" presentations, blog posts, JCGT articles or arXiv tech reports are good enough to find and reference and much easier to write. :)
@BartWronski there’s at least 10x effort (and prestige?) difference between a blog post and a GDC/Siggraph talk, but yes even a blog post is 1000x better than nothing. From personal experience though, “hey I found a gross hack!” the first instinct is to *not* write about it :) But of course you have no idea if your “gross hack” is actually a sensible application of a theory that has not been formulated yet.
@aras @BartWronski "a sensible application of a theory that has not been formulated yet" is pretty much all particle physics since 1950s 😄