Graphics researcher. Known for moment shadow maps, blue noise, spectra, light sampling. Opinions are my own. https://xitter.cf/t.co/Q8asoCmY0s

Joined August 2016
I am also on Bluesky now: bsky.app/profile/momentsingr… And still on Mastodon: mastodon.gamedev.place/@Mome…
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Our new Gaussian point splatting renders huge 3DGS scenes in real time (e.g. 425 M⬇️). It samples pixel-sized points from the Gaussians with massive parallelism and splats them to the screen using 64-bit atomics. Grab @SIGGRAPH 2026 paper+code+video now: jorisar.nl/gaussian_point_sp…
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Christoph Peters retweeted
🎬 #HPG2026 Day 1 is LIVE! 🎤 Keynote: "Complex Models, Simple Solutions" — Patrick Cozzi & Sean Lilley ⚡ Hot3D: neural.slang · Papers: Ray Tracing & Denoising 📺 youtube.com/live/h2V8YyfKCVs… #HighPerformanceGraphics #GPU #RayTracing
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All @HPG_Conf 2026 papers are now available on the ACM digital library (open access) 🎉. If you are coming to LA for @SIGGRAPH, don't miss out on High-Performance Graphics (July 17-19) with 14 papers, 6 Hot3D talks, 2 keynotes and 3 posters. Register now! highperformancegraphics.org/…
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When you transition from rasterization to ray tracing, you may want to compute camera rays based on a 4x4 world to clip space matrix. My new blog post shows why the obvious approach for that fails and provides code for a reliable alternative: momentsingraphics.de/CameraR…
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Christoph Peters retweeted
📅 The #HPG2026 schedule is live! July 17–19, Los Angeles 🌟 Keynotes : 🎤 "Complex Models, Simple Solutions" — Patrick Cozzi & Sean Lilley 🎤 "Programmable Graphics Pipelines" — Erik Lindholm Full schedule : 🔗 highperformancegraphics.org/…
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This is joint work within @TUDelft_CGV between Joris Rijsdijk, me, Michael Weinmann and Ricardo Marroquim.
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Christoph Peters retweeted
The early registration deadline for I3D 2026 at Lucasfilm (May 13-15th) is fast approaching, with only one week left! Early registration deadline is: 17 April 2026 Register now to secure your spot: i3dsymposium.org/2026/regist… #I3D2026
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The @HPG_Conf 2026 abstract deadline is coming up tomorrow (Wednesday, April 1, 23:59, anywhere on Earth). If you want to submit a paper, submitting an abstract beforehand is mandatory. highperformancegraphics.org/…
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The papers deadline for @HPG_Conf 2026 is 3 weeks from now and the abstract deadline is 2 weeks from now (April 1 AoE). If you want to submit, but have concerns about traveling to LA, please contact the paper chairs for options (@nmkettunen and me). highperformancegraphics.org/…
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Christoph Peters retweeted
The @HPG_Conf paper deadline is approaching on April 8. We look forward to your performance-oriented graphics research. 📄 If you wish to submit but have travel concerns regarding Los Angeles, please contact the paper chairs for options: highperformancegraphics.org/…
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In 2026, I reprise my role as High-Performance Graphics papers chair, joined by @nmkettunen. The papers deadline is 8 weeks from now. Submit your performance-oriented graphics research and present it in Los Angeles, just before SIGGRAPH (July 17-19 2026)! highperformancegraphics.org/…
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Happy New Year 🎆! All papers on the ACM digital library (dl.acm.org) are free to download now 🎉. No more paywalls. That includes most of my publications (which were already available at momentsingraphics.de).
Happy New Year! As of January 1, 2026, all ACM publications and related artifacts in the ACM Digital Library are now open access, making computing research more accessible, discoverable, and reusable worldwide. “This is a truly monumental milestone,” said ACM President Yannis Ioannidis, marking a new era for the global computing community. Explore ACM’s open access journey: 👉 acm.org/publications/openacc… #OpenAccess #ACM #OpenScience #ComputingResearch
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Christoph Peters retweeted
A presentation recording (ca. 10 minutes) and the PDF slides for my transmittance estimation paper are available now: momentsingraphics.de/Siggrap…
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Ray marching is a common approach to GPU-accelerated volume rendering, but gives biased transmittance estimates. My new @SIGGRAPHAsia paper (+code) proposes an amazingly simple formula to eliminate this bias almost completely without using more samples. momentsingraphics.de/Siggrap…
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A presentation recording (ca. 10 minutes) and the PDF slides for my transmittance estimation paper are available now: momentsingraphics.de/Siggrap…
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My third and final blog post on spectral rendering is out. This one compares results of RGB and spectral rendering under different illuminants and draws conclusions. momentsingraphics.de/Spectra…
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My second blog post on spectral rendering is out. This one explains how to use wavelength importance sampling to minimize color noise while limiting the overhead to 0.3 ms and how to make BRDFs spectral. momentsingraphics.de/Spectra…
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RGB rendering is founded on lies and perpetuated by misconceptions about the practicality of spectral rendering. My new blog post series describes a spectral GPU path tracer. Part 1 focuses on how to make it work with existing RGB assets. momentsingraphics.de/Spectra…
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Full source code for the renderer is on github: github.com/MomentsInGraphics… You can play around with the RGB to spectrum conversion on Shadertoy: shadertoy.com/view/X3cBRl Part 2 and 3 will follow in the next two weeks. Stay tuned!
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