Christoph Peters

@MomentsInGraphics@mastodon.gamedev.place
609 Followers
60 Following
47 Posts
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
Bloghttps://momentsingraphics.de
Papershttps://momentsingraphics.de/Publications.html

At SIGGRAPH 2025, Intel, Disney Animation, Disney Research Studios, and Chaos are doing a course on the nitty gritty details of implementing path guiding methods in 3 production renderers: Blender's Cycles, Disney's Hyperion, and Chaos' Corona. I helped write the course notes: 80 pages of great stuff! Coming soon.

https://s2025.conference-schedule.org/presentation/?id=gensub_268&sess=sess205

All HPG 2025 papers are now available on the EG digital library.
CGF papers: https://diglib.eg.org/handle/10.2312/3607201
Conference papers: https://diglib.eg.org/handle/10.2312/3607202
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.
44-Issue 8

High-Performance Graphics 2025

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.
https://momentsingraphics.de/HPGPoster2025.html
Derivatives of Spherical Harmonics

My webpages https://momentsingraphics.de and https://ultimate3d.org have migrated to a new server. If you notice anything broken, please let me know.
Blog | Moments in Graphics

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 is confirmed as our first keynote speaker.
https://highperformancegraphics.org/2025/program/cfp/
High-Performance Graphics 2025

High-Performance Graphics 2025 - June 23-25 Copenhagen

Alban Fichet and I published a JCGT paper on 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.
https://momentsingraphics.de/JCGT2025.html
https://jcgt.org/published/0014/01/04/
Compression of Spectral Images using Spectral 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.
https://highperformancegraphics.org/2025/program/cfp/
High-Performance Graphics 2025

High-Performance Graphics 2025 - June 23-25 Copenhagen

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.
https://mastodon.gamedev.place/@MomentsInGraphics/110600733394779367
Christoph Peters (@MomentsInGraphics@mastodon.gamedev.place)

Attached: 1 image Nanite rasterizes virtualized geometry by selecting ~20 million triangles with appropriate LOD each frame. Carsten Benthin and I wrote a HPG paper on how to build a BVH for these 🔚s instead. Since they are already clustered, the build is 10x faster! https://momentsingraphics.de/HPG2023.html

Gamedev Mastodon
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.
https://momentsingraphics.de/Radiometry2Photometry.html
Radiometry, part 2: Spectra and photometry

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.
https://momentsingraphics.de/Radiometry1Backwards.html
Radiometry, part 1: I got it backwards