the Journal of
Computer Graphics Techniques
peer-reviewed, open access, and free to all
JCGT ISSN 2331-7418
Acting Editor-in-Chief
Eric Haines
editor-in-chief@jcgt.org
NVIDIA
Advisory Board
Ronen Barzel
Andrew Glassner
Eric Haines
NVIDIA
Morgan McGuire
Roblox & University of Waterloo
Marc Olano
University of Maryland, Baltimore County
Doug Roble
Digital Domain
Editorial Board
Bernd Bickel
IST Austria
Brent Burley
Walt Disney Animation Studios
David Eberly
Geometric Tools
Eric Enderton
NVIDIA
Joe Geigel
Rochester Institute of Technology
Christophe Hery
Meta Reality Labs Research
Wojciech Jarosz
Dartmouth College
Eric Lengyel
Terathon Software
Angelo Pesce
Roblox
Matt Pharr
NVIDIA Research
Marc Stamminger
Friedrich-Alexander Universität Erlangent-Nürnberg
Natalya Tatarchuk
Activision
Alexander Wilkie
Charles University

Current Activity

To Appear:

Jamie Portsmouth, Peter Kutz, and Stephen Hill, EON: A practical energy-preserving rough diffuse BRDF

V. Hernandez Mederos, D. Martínez, J. Estrada Sarlabous, and V. Guerra Ones, Farthest sampling segmentation of triangulated surfaces

Filter: Hide NewsHide Papers

2025-03-05: JCGT paper v14n1, Pages 70-115

David AlgisUniversité de Poitiers
and Studio Nyx
Bérenger BramasINRIA Nancy
Emmanuelle DarlesUniversité de Poitiers
Lilian AveneauUniversité de Poitiers

The oceans cover the vast majority of the Earth. Therefore, their simulation has many scientific, industrial and military interests, including computer graphics domain. By fully exploiting the multi-threading power of GPU and CPU, current state-of-the-art tools can achieve real-time ocean simulation, even if it is sometimes needed to reduce the physical realism for large scenes. Although most of the building blocks for implementing an ocean simulator are described in the literature, a clear explanation of how they interconnect is lacking. Hence, this paper proposes to bring all these components together, detailing all their interactions, in a comprehensive and fully described real-time framework that simulates the free ocean surface and the coupling between solids and fluid. This article also presents several improvements to enhance the physical realism of our model. The two main ones are: calculating the real-time velocity of ocean fluids at any depth; computing the input of the fluid to solid coupling algorithm.

2025-03-04: JCGT paper v14n1, Pages 49-69

Alban FichetIntel Corporation
Christoph PetersIntel Corporation

The advantages of spectral rendering are increasingly well known, and corresponding rendering algorithms have matured. In this context, spectral images are used as input (e.g., reflectance and emission textures) and output of a renderer. Their large memory footprint is one of the big remaining issues with spectral rendering. Our method applies a cosine transform in the wavelength domain. We then reduce the dynamic range of higher-frequency Fourier coefficients by dividing them by the mean brightness, i.e., the Fourier coefficient for frequency zero. Then we store all coefficient images using JPEG XL. The mean brightness is perceptually most important and we store it with high quality. At higher frequencies, we use higher compression ratios and optionally lower resolutions. Our format supports the full feature set of spectral OpenEXR, but compared to this lossless compression, we achieve file sizes that are 10 to 60 times smaller than their ZIP compressed counterparts.

2025-02-25: JCGT paper v14n1, Pages 40-48

Ingo WaldNVIDIA

We present an algorithm that allows for find-closest-point and k-nearest-neighbor (kNN) style traversals of left-balanced k-d trees, without the need for either recursion or software-managed stacks; instead using only current and last previously traversed node to compute which node to traverse next.

2025-02-19: JCGT paper v14n1, Pages 21-39

Bartlomiej WronskiNVIDIA

Texture and material blending is one of the leading methods for adding variety to rendered virtual worlds, creating composite materials, and generating procedural content. When done naively, it can introduce either visible seams or contrast loss, leading to an unnatural look not representative of blended textures. Earlier work proposed addressing this problem through careful manual parameter tuning, lengthy per-texture statistics precomputation, look-up tables, or training deep neural networks. In this work, we propose an alternative approach based on insights from image processing and Laplacian pyramid blending. Our approach does not require any precomputation or increased memory usage (other than the presence of a regular, non-Laplacian, texture mipmap chain), does not produce ghosting, preserves sharp local features, and can run in real time on the GPU at the cost of a few additional lower mipmap texture taps.

2025-02-10: JCGT paper v14n1, Pages 1-20

Thomas Puls

Previous attempts to approximate the tabulated CIE color matching functions used least-square-fit methods applied to the functions' absolute values. However, these approximations do not preserve chromaticity well when the color matching functions fade out near the wavelength limits of human vision.

Additionally, the analytical functions used to date were mostly defined piecewise, for example asymmetrical halves of a Gaussian normal distribution, resulting in discontinuities in higher-order derivatives.

The method of approximation by analytical functions presented in this article accurately preserves chromaticity and is infinitely differentiable. It is applied to the industry standard CIE 1931 2° Standard Observer. With the latter, the root-mean-square (RMS) error in the color matching functions is below 0.4% and below 0.0019 in the respective chromaticity values. Computing all three color matching functions requires only a total of ten calls of the exponential function (or just nine at the expense of accuracy), and no other functions are required.

We also applied the method to the more modern CIE 170-1:2006 10° Standard Observer. The source code for this standard is part of the supplementary material.

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