Matt Pharr

GR
h-index5
4papers
15citations
Novelty57%
AI Score32

4 Papers

CVMay 14, 2024
Filtering After Shading With Stochastic Texture Filtering

Matt Pharr, Bartlomiej Wronski, Marco Salvi et al.

2D texture maps and 3D voxel arrays are widely used to add rich detail to the surfaces and volumes of rendered scenes, and filtered texture lookups are integral to producing high-quality imagery. We show that applying the texture filter after evaluating shading generally gives more accurate imagery than filtering textures before BSDF evaluation, as is current practice. These benefits are not merely theoretical, but are apparent in common cases. We demonstrate that practical and efficient filtering after shading is possible through the use of stochastic sampling of texture filters. Stochastic texture filtering offers additional benefits, including efficient implementation of high-quality texture filters and efficient filtering of textures stored in compressed and sparse data structures, including neural representations. We demonstrate applications in both real-time and offline rendering and show that the additional error from stochastic filtering is minimal. We find that this error is handled well by either spatiotemporal denoising or moderate pixel sampling rates.

GRApr 7, 2025
Improved Stochastic Texture Filtering Through Sample Reuse

Bartlomiej Wronski, Matt Pharr, Tomas Akenine-Möller

Stochastic texture filtering (STF) has re-emerged as a technique that can bring down the cost of texture filtering of advanced texture compression methods, e.g., neural texture compression. However, during texture magnification, the swapped order of filtering and shading with STF can result in aliasing. The inability to smoothly interpolate material properties stored in textures, such as surface normals, leads to potentially undesirable appearance changes. We present a novel method to improve the quality of stochastically-filtered magnified textures and reduce the image difference compared to traditional texture filtering. When textures are magnified, nearby pixels filter similar sets of texels and we introduce techniques for sharing texel values among pixels with only a small increase in cost (0.04--0.14~ms per frame). We propose an improvement to weighted importance sampling that guarantees that our method never increases error beyond single-sample stochastic texture filtering. Under high magnification, our method has >10 dB higher PSNR than single-sample STF. Our results show greatly improved image quality both with and without spatiotemporal denoising.

GRJun 21, 2025
Collaborative Texture Filtering

Tomas Akenine-Möller, Pontus Ebelin, Matt Pharr et al.

Recent advances in texture compression provide major improvements in compression ratios, but cannot use the GPU's texture units for decompression and filtering. This has led to the development of stochastic texture filtering (STF) techniques to avoid the high cost of multiple texel evaluations with such formats. Unfortunately, those methods can give undesirable visual appearance changes under magnification and may contain visible noise and flicker despite the use of spatiotemporal denoisers. Recent work substantially improves the quality of magnification filtering with STF by sharing decoded texel values between nearby pixels (Wronski 2025). Using GPU wave communication intrinsics, this sharing can be performed inside actively executing shaders without memory traffic overhead. We take this idea further and present novel algorithms that use wave communication between lanes to avoid repeated texel decompression prior to filtering. By distributing unique work across lanes, we can achieve zero-error filtering using <=1 texel evaluations per pixel given a sufficiently large magnification factor. For the remaining cases, we propose novel filtering fallback methods that also achieve higher quality than prior approaches.

GRMay 9, 2023
Stochastic Texture Filtering

Marcos Fajardo, Bartlomiej Wronski, Marco Salvi et al.

2D texture maps and 3D voxel arrays are widely used to add rich detail to the surfaces and volumes of rendered scenes, and filtered texture lookups are integral to producing high-quality imagery. We show that filtering textures after evaluating lighting, rather than before BSDF evaluation as is current practice, gives a more accurate solution to the rendering equation. These benefits are not merely theoretical, but are apparent in common cases. We further show that stochastically sampling texture filters is crucial for enabling this approach, which has not been possible previously except in limited cases. Stochastic texture filtering offers additional benefits, including efficient implementation of high-quality texture filters and efficient filtering of textures stored in compressed and sparse data structures, including neural representations. We demonstrate applications in both real-time and offline rendering and show that the additional stochastic error is minimal. Furthermore, this error is handled well by either spatiotemporal denoising or moderate pixel sampling rates.