{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2025,12,9]],"date-time":"2025-12-09T04:22:45Z","timestamp":1765254165664,"version":"3.41.0"},"reference-count":51,"publisher":"Association for Computing Machinery (ACM)","issue":"1","license":[{"start":{"date-parts":[[2021,4,26]],"date-time":"2021-04-26T00:00:00Z","timestamp":1619395200000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/www.acm.org\/publications\/policies\/copyright_policy#Background"}],"content-domain":{"domain":["dl.acm.org"],"crossmark-restriction":true},"short-container-title":["Proc. ACM Comput. Graph. Interact. Tech."],"published-print":{"date-parts":[[2021,4,26]]},"abstract":"<jats:p>We combine state-of-the-art techniques into a system for high-quality, interactive rendering of participating media. We leverage unbiased volume path tracing with multiple scattering, temporally stable neural denoising and NanoVDB [Museth 2021], a fast, sparse voxel tree data structure for the GPU, to explore what performance and image quality can be obtained for rendering volumetric data. Additionally, we integrate neural adaptive sampling to significantly improve image quality at a fixed sample budget. Our system runs at interactive rates at 1920 \u00d7 1080 on a single GPU and produces high quality results for complex dynamic volumes.<\/jats:p>","DOI":"10.1145\/3451256","type":"journal-article","created":{"date-parts":[[2021,4,29]],"date-time":"2021-04-29T04:17:37Z","timestamp":1619669857000},"page":"1-19","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":16,"title":["Interactive Path Tracing and Reconstruction of Sparse Volumes"],"prefix":"10.1145","volume":"4","author":[{"given":"Nikolai","family":"Hofmann","sequence":"first","affiliation":[{"name":"NVIDIA, Germany"}]},{"given":"Jon","family":"Hasselgren","sequence":"additional","affiliation":[{"name":"NVIDIA, Sweden"}]},{"given":"Petrik","family":"Clarberg","sequence":"additional","affiliation":[{"name":"NVIDIA, Sweden"}]},{"given":"Jacob","family":"Munkberg","sequence":"additional","affiliation":[{"name":"NVIDIA, Sweden"}]}],"member":"320","published-online":{"date-parts":[[2021,4,28]]},"reference":[{"key":"e_1_2_2_1_1","doi-asserted-by":"publisher","DOI":"10.1145\/1572769.1572792"},{"key":"e_1_2_2_2_1","doi-asserted-by":"publisher","DOI":"10.1145\/3072959.3073708"},{"key":"e_1_2_2_3_1","unstructured":"Fabian Bauer. 2019. Creating the Atmospheric World of Red Dead Redemption 2: A Complete and Integrated Solution. In ACM SIGGRAPH.  Fabian Bauer. 2019. Creating the Atmospheric World of Red Dead Redemption 2: A Complete and Integrated Solution. In ACM SIGGRAPH."},{"key":"e_1_2_2_4_1","unstructured":"Nir Benty Kai-Hwa Yao Petrik Clarberg Lucy Chen Simon Kallweit Tim Foley Matthew Oakes Conor Lavelle and Chris Wyman. 2020. The Falcor Rendering Framework. https:\/\/github.com\/NVIDIAGameWorks\/Falcor https:\/\/github.com\/NVIDIAGameWorks\/Falcor.  Nir Benty Kai-Hwa Yao Petrik Clarberg Lucy Chen Simon Kallweit Tim Foley Matthew Oakes Conor Lavelle and Chris Wyman. 2020. The Falcor Rendering Framework. https:\/\/github.com\/NVIDIAGameWorks\/Falcor https:\/\/github.com\/NVIDIAGameWorks\/Falcor."},{"key":"e_1_2_2_5_1","doi-asserted-by":"publisher","DOI":"10.1145\/3072959.3073601"},{"volume-title":"Radiative Transfer Dover Publications. New York","year":"1960","author":"Chandrasekar S","key":"e_1_2_2_6_1"},{"key":"e_1_2_2_7_1","doi-asserted-by":"publisher","DOI":"10.1145\/1944745.1944752"},{"key":"e_1_2_2_8_1","doi-asserted-by":"publisher","DOI":"10.1145\/1186822.1073328"},{"volume-title":"Transmittance Function Mapping. In Symposium on Interactive 3D Graphics and Games","year":"2011","author":"Delalandre Cyril","key":"e_1_2_2_9_1"},{"key":"e_1_2_2_10_1","doi-asserted-by":"publisher","DOI":"10.1086\/148306"},{"key":"e_1_2_2_11_1","unstructured":"DisneyAnimation. 2020. A large and highly detailed volumetric cloud data set. https:\/\/www.disneyanimation.com\/datasets\/?drawer=\/resources\/clouds\/ Acessed: 2020--12--10.  DisneyAnimation. 2020. A large and highly detailed volumetric cloud data set. https:\/\/www.disneyanimation.com\/datasets\/?drawer=\/resources\/clouds\/ Acessed: 2020--12--10."},{"key":"e_1_2_2_12_1","doi-asserted-by":"publisher","DOI":"10.1145\/1730804.1730823"},{"key":"e_1_2_2_13_1","doi-asserted-by":"publisher","DOI":"10.1109\/RT.2006.280223"},{"key":"e_1_2_2_14_1","doi-asserted-by":"publisher","DOI":"10.1016\/j.jqsrt.2013.04.001"},{"key":"e_1_2_2_15_1","doi-asserted-by":"crossref","unstructured":"Pascal Gautron Cyril Delalandre and Jean-Eudes Marvie. 2011. Extinction transmittance maps. In SIGGRAPH Asia 2011 Sketches. 1--2.  Pascal Gautron Cyril Delalandre and Jean-Eudes Marvie. 2011. Extinction transmittance maps. In SIGGRAPH Asia 2011 Sketches. 1--2.","DOI":"10.1145\/2077378.2077387"},{"key":"e_1_2_2_16_1","doi-asserted-by":"publisher","DOI":"10.1145\/3182160"},{"volume-title":"Computer Graphics Forum","author":"Hasselgren J","key":"e_1_2_2_17_1"},{"key":"e_1_2_2_18_1","unstructured":"HDRI Haven. 2020. Free HDRIs for Everyone. https:\/\/hdrihaven.com\/ Acessed: 2020--12--10.  HDRI Haven. 2020. Free HDRIs for Everyone. https:\/\/hdrihaven.com\/ Acessed: 2020--12--10."},{"key":"e_1_2_2_19_1","doi-asserted-by":"publisher","DOI":"10.1086\/144246"},{"volume-title":"Physically Based and Unified Volumetric Rendering in Frostbite. SIGGRAPH Advances in Real-Time Rendering course","year":"2015","author":"Hillaire S\u00e9bastien","key":"e_1_2_2_20_1"},{"key":"e_1_2_2_21_1","doi-asserted-by":"publisher","DOI":"10.1145\/3406181"},{"key":"e_1_2_2_22_1","unstructured":"JangaFX. 2020. Download Free VDB Animations: Explosions Fire And More! https:\/\/jangafx.com\/software\/embergen\/download\/free-vdb-animations\/ Acessed: 2020--12--10.  JangaFX. 2020. Download Free VDB Animations: Explosions Fire And More! https:\/\/jangafx.com\/software\/embergen\/download\/free-vdb-animations\/ Acessed: 2020--12--10."},{"key":"e_1_2_2_23_1","doi-asserted-by":"publisher","DOI":"10.1145\/15922.15902"},{"key":"e_1_2_2_24_1","doi-asserted-by":"publisher","DOI":"10.1145\/3130800.3130880"},{"volume-title":"SIGGRAPH Courses","year":"2014","author":"Karis B","key":"e_1_2_2_25_1"},{"key":"e_1_2_2_26_1","doi-asserted-by":"publisher","DOI":"10.1145\/3072959.3073665"},{"key":"e_1_2_2_27_1","doi-asserted-by":"publisher","DOI":"10.1111\/cgf.13473"},{"key":"e_1_2_2_28_1","unstructured":"S\u00e9bastien Lagarde and Evgenii Golubev. 2018. The Road toward Unified Rendering with Unity's High Definition Render Pipeline. In ACM SIGGRAPH.  S\u00e9bastien Lagarde and Evgenii Golubev. 2018. The Road toward Unified Rendering with Unity's High Definition Render Pipeline. In ACM SIGGRAPH."},{"key":"e_1_2_2_29_1","unstructured":"Johann Heinrich Lambert. 1760. Photometria sive de mensura et gradibus luminis colorum et umbrae. Klett.  Johann Heinrich Lambert. 1760. Photometria sive de mensura et gradibus luminis colorum et umbrae. Klett."},{"volume-title":"Real-time Monte Carlo Denoising with the Neural Bilateral Grid. In Eurographics Symposium on Rendering - DL-only Track, Carsten Dachsbacher and Matt Pharr (Eds.).","year":"2020","author":"Meng Xiaoxu","key":"e_1_2_2_30_1"},{"key":"e_1_2_2_31_1","doi-asserted-by":"publisher","DOI":"10.1145\/2487228.2487235"},{"key":"e_1_2_2_32_1","doi-asserted-by":"publisher","DOI":"10.1145\/2614106.2614136"},{"key":"e_1_2_2_33_1","doi-asserted-by":"crossref","unstructured":"Ken Museth. 2021. NanoVDB: A GPU-Friendly and Portable VDB Data Structure For Real-Time Rendering And Simulation. (2021). In submission.  Ken Museth. 2021. NanoVDB: A GPU-Friendly and Portable VDB Data Structure For Real-Time Rendering And Simulation. (2021). In submission.","DOI":"10.1145\/3450623.3464653"},{"key":"e_1_2_2_34_1","doi-asserted-by":"crossref","unstructured":"Ken Museth Jeff Lait John Johanson Jeff Budsberg Ron Henderson Mihai Alden Peter Cucka David Hill and Andrew Pearce. 2013. OpenVDB: an open-source data structure and toolkit for high-resolution volumes. In Acm siggraph 2013 courses. 1--1.  Ken Museth Jeff Lait John Johanson Jeff Budsberg Ron Henderson Mihai Alden Peter Cucka David Hill and Andrew Pearce. 2013. OpenVDB: an open-source data structure and toolkit for high-resolution volumes. In Acm siggraph 2013 courses. 1--1.","DOI":"10.1145\/2504435.2504454"},{"volume-title":"Computer Graphics Forum","author":"Iliyan Georgiev Jan Nov\u00e1k","key":"e_1_2_2_35_1"},{"key":"e_1_2_2_36_1","doi-asserted-by":"publisher","DOI":"10.1145\/2661229.2661292"},{"volume-title":"Hypertexture. In Proceedings of the 16th Annual Conference on Computer graphics and interactive techniques. 253--262","year":"1989","author":"Perlin Ken","key":"e_1_2_2_37_1"},{"volume-title":"Monte Carlo and Quasi-Monte Carlo Methods","year":"2006","author":"Raab Matthias","key":"e_1_2_2_38_1"},{"volume-title":"Unsupervised representation learning with deep convolutional generative adversarial networks. arXiv preprint arXiv:1511.06434","year":"2015","author":"Radford Alec","key":"e_1_2_2_39_1"},{"key":"e_1_2_2_40_1","doi-asserted-by":"publisher","DOI":"10.1007\/978-3-319-24574-4_28"},{"volume-title":"Computer Graphics Forum","author":"Simon Florian","key":"e_1_2_2_41_1"},{"key":"e_1_2_2_42_1","unstructured":"TurboSquid. 2020. 3D Models for Professionals. https:\/\/www.turbosquid.com\/ Acessed: 2020--12--10.  TurboSquid. 2020. 3D Models for Professionals. https:\/\/www.turbosquid.com\/ Acessed: 2020--12--10."},{"key":"e_1_2_2_43_1","doi-asserted-by":"publisher","DOI":"10.1145\/218380.218498"},{"key":"e_1_2_2_44_1","article-title":"Practical illumination from flames","volume":"2","author":"Villemin Ryusuke","year":"2013","journal-title":"Journal of Computer Graphics Techniques"},{"key":"e_1_2_2_45_1","doi-asserted-by":"publisher","DOI":"10.1145\/3197517.3201388"},{"key":"e_1_2_2_46_1","first-page":"127","article-title":"Volumetric light effects in killzone: Shadow fall","volume":"5","author":"Vos Nathan","year":"2014","journal-title":"GPU Pro"},{"key":"e_1_2_2_47_1","doi-asserted-by":"publisher","DOI":"10.1145\/800248.807402"},{"key":"e_1_2_2_48_1","volume-title":"Proc. Conf. Applications of Computing Methods to Reactor Problems","volume":"557","author":"Woodcock E","year":"1965"},{"key":"e_1_2_2_49_1","unstructured":"Bartlomiej Wronski. 2014. Volumetric fog: Unified compute shader based solution to atmospheric scattering. In ACM SIGGRAPH.  Bartlomiej Wronski. 2014. Volumetric fog: Unified compute shader based solution to atmospheric scattering. In ACM SIGGRAPH."},{"key":"e_1_2_2_50_1","doi-asserted-by":"publisher","DOI":"10.1109\/RT.2008.4634627"},{"volume-title":"Computer Graphics Forum","author":"Zwicker Matthias","key":"e_1_2_2_51_1"}],"container-title":["Proceedings of the ACM on Computer Graphics and Interactive Techniques"],"original-title":[],"language":"en","link":[{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3451256","content-type":"unspecified","content-version":"vor","intended-application":"text-mining"},{"URL":"https:\/\/dl.acm.org\/doi\/pdf\/10.1145\/3451256","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,6,18]],"date-time":"2025-06-18T17:49:25Z","timestamp":1750268965000},"score":1,"resource":{"primary":{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3451256"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2021,4,26]]},"references-count":51,"journal-issue":{"issue":"1","published-print":{"date-parts":[[2021,4,26]]}},"alternative-id":["10.1145\/3451256"],"URL":"https:\/\/doi.org\/10.1145\/3451256","relation":{},"ISSN":["2577-6193"],"issn-type":[{"type":"electronic","value":"2577-6193"}],"subject":[],"published":{"date-parts":[[2021,4,26]]},"assertion":[{"value":"2021-04-28","order":2,"name":"published","label":"Published","group":{"name":"publication_history","label":"Publication History"}}]}}