EDBT 2026 Demo / reviewers in the wild / expert
Benedikt Bitterli
dblp:165/9820
· DBLP profile ↗
20ranked-venue papers
8as first author
11since 2021 · last 2026
0000-0002-8799-7119ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 20 · 8 first-author · 11 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Robust Computation of Boundary Path Integrals Using Kernel-Density EstimationabstractTo enable differentiation with respect to object geometries, boundary path integrals—central to physics-based differentiable rendering—must be estimated numerically. Although their mathematical formulation is well established, designing efficient and robust numerical estimators remains challenging. Most state-of-the-art boundary sampling methods rely on primary-sample-space guiding, which tends to break down on finely tessellated geometries; reparameterization-based alternatives, meanwhile, often incur high variance and/or significant computational overhead. In this paper, we introduce a simple, robust, and consistent solution to this problem. At the core of our approach is a novel formulation of the boundary integral based on kernel-density estimation. Much like photon mapping, we slightly expand the measure-zero domain of integration with a kernel, sidestepping the need to sample directly on a delta-function region in path space. To our knowledge, this is the first such application of kernel-density methods for boundary integral evaluation. We validate our method by comparing its derivative estimates against finite differences (FD), and further demonstrate its practical utility by benchmarking against several state-of-the-art baselines in synthetic inverse-rendering scenarios. Peiyu Xu, Benedikt Bitterli, Ravi Ramamoorthi |
ACM Trans. Graph. | 3 |
| 2025 | Practical Gaussian Process Implicit Surfaces with Sparse ConvolutionsabstractA fundamental challenge in rendering has been the dichotomy between surface and volume models. Gaussian Process Implicit Surfaces (GPISes) recently provided a unified approach for surfaces, volumes, and the spectrum in between. However, this representation remains impractical due to its high computational cost and mathematical complexity. We address these limitations by reformulating GPISes as procedural noise, eliminating expensive linear system solves while maintaining control over spatial correlations. Our method enables efficient sampling of stochastic realizations and supports flexible conditioning of values and derivatives through pathwise updates. To further enable practical rendering, we derive analytic distributions for surface normals, allowing for variance-reduced light transport via next-event estimation and multiple importance sampling. Our framework achieves efficient, high-quality rendering of stochastic surfaces and volumes with significantly simplified implementations on both CPU and GPU, while preserving the generality of the original GPIS representation. Benedikt Bitterli, Eugene d'Eon, Wojciech Jarosz |
ACM Trans. Graph. | 2 |
| 2024 | Decorrelating ReSTIR Samplers via MCMC MutationsabstractMonte Carlo rendering algorithms often utilize correlations between pixels to improve efficiency and enhance image quality. For real-time applications in particular, repeated reservoir resampling offers a powerful framework to reuse samples both spatially in an image and temporally across multiple frames. While such techniques achieve equal-error up to 100× faster for real-time direct lighting [Bitterli et al. 2020 ] and global illumination [Ouyang et al. 2021 ; Lin et al. 2021 ], they are still far from optimal. For instance, spatiotemporal resampling often introduces noticeable correlation artifacts, while reservoirs holding more than one sample suffer from impoverishment in the form of duplicate samples. We demonstrate how interleaving Markov Chain Monte Carlo (MCMC) mutations with reservoir resampling helps alleviate these issues, especially in scenes with glossy materials and difficult-to-sample lighting. Moreover, our approach does not introduce any bias, and in practice, we find considerable improvement in image quality with just a single mutation per reservoir sample in each frame. Rohan Sawhney, Daqi Lin, Markus Kettunen 0001, Benedikt Bitterli, Ravi Ramamoorthi, Chris Wyman, Matt Pharr |
ACM Trans. Graph. | 4 |
| 2024 | From microfacets to participating media: A unified theory of light transport with stochastic geometryabstractStochastic geometry models have enjoyed immense success in graphics for modeling interactions of light with complex phenomena such as participating media, rough surfaces, fibers, and more. Although each of these models operates on the same principle of replacing intricate geometry by a random process and deriving the average light transport across all instances thereof, they are each tailored to one specific application and are fundamentally distinct. Each type of stochastic geometry present in the scene is firmly encapsulated in its own appearance model, with its own statistics and light transport average, and no cross-talk between different models or deterministic and stochastic geometry is possible. In this paper, we derive a theory of light transport on stochastic implicit surfaces , a geometry model capable of expressing deterministic geometry, microfacet surfaces, participating media, and an exciting new continuum in between containing aggregate appearance, non-classical media, and more. Our model naturally supports spatial correlations , missing from most existing stochastic models. Our theory paves the way for tractable rendering of scenes in which all geometry is described by the same stochastic model, while leaving ample future work for developing efficient sampling and rendering algorithms. Dario Seyb, Eugene d'Eon, Benedikt Bitterli, Wojciech Jarosz |
ACM Trans. Graph. | 3 |
| 2024 | A Free-Space Diffraction BSDFabstractFree-space diffractions are an optical phenomenon where light appears to "bend" around the geometric edges and corners of scene objects. In this paper we present an efficient method to simulate such effects. We derive an edge-based formulation of Fraunhofer diffraction, which is well suited to the common (triangular) geometric meshes used in computer graphics. Our method dynamically constructs a free-space diffraction BSDF by considering the geometry around the intersection point of a ray of light with an object, and we present an importance sampling strategy for these BSDFs. Our method is unique in requiring only ray tracing to produce free-space diffractions, works with general meshes, requires no geometry preprocessing, and is designed to work with path tracers with a linear rendering equation. We show that we are able to reproduce accurate diffraction lobes, and, in contrast to any existing method, are able to handle complex, real-world geometry. This work serves to connect free-space diffractions to the efficient path tracing tools from computer graphics. Shlomi Steinberg, Ravi Ramamoorthi, Benedikt Bitterli, Arshiya Mollazainali, Eugene d'Eon, Matt Pharr |
ACM Trans. Graph. | 3 |
| 2024 | A Generalized Ray Formulation For Wave-Optical Light TransportabstractRay optics is the foundation of modern path tracing and sampling algorithms for computer graphics; crucially, it allows high-performance implementations based on ray tracing. However, many applications of interest in computer graphics and computational optics demand a more precise understanding of light: as waves. For example, accurately modelling scattering effects like diffraction or interference requires a model that provides the coherence of light waves arriving at surfaces. While recent work in Physical Light Transport [Steinberg et al. 2022; Steinberg and Yan 2021] has introduced such a model, it requires tracing light paths starting from the light sources, which is often less efficient than tracing them from the sensor, and does not allow the use of many effective importance sampling techniques. We introduce a new model for wave optical light transport that is based on the fact that sensors aggregate the measurement of many light waves when capturing an image. This allows us to compactly represent the statistics of light waves in a generalized ray. Generalized rays allow sampling light paths starting from the sensor and applying sophisticated path tracing sampling techniques while still accurately modelling the wave nature of light. Our model is computationally efficient and straightforward to add to an existing path tracer; this offers the prospect of wave optics becoming the foundation of most renderers in the future. Using our model, we show that it is possible to render complex scenes under wave optics with high performance, which has not been possible with any existing method. Shlomi Steinberg, Ravi Ramamoorthi, Benedikt Bitterli, Eugene d'Eon, Lingqi Yan 0001, Matt Pharr |
ACM Trans. Graph. | 3 |
| 2024 | Real-time Neural Appearance ModelsabstractWe present a complete system for real-time rendering of scenes with complex appearance previously reserved for offline use. This is achieved with a combination of algorithmic and system level innovations. Our appearance model utilizes learned hierarchical textures that are interpreted using neural decoders, which produce reflectance values and importance-sampled directions. To best utilize the modeling capacity of the decoders, we equip the decoders with two graphics priors. The first prior—transformation of directions into learned shading frames—facilitates accurate reconstruction of mesoscale effects. The second prior—a microfacet sampling distribution—allows the neural decoder to perform importance sampling efficiently. The resulting appearance model supports anisotropic sampling and level-of-detail rendering, and allows baking deeply layered material graphs into a compact unified neural representation. By exposing hardware accelerated tensor operations to ray tracing shaders, we show that it is possible to inline and execute the neural decoders efficiently inside a real-time path tracer. We analyze scalability with increasing number of neural materials and propose to improve performance using code optimized for coherent and divergent execution. Our neural material shaders can be over an order of magnitude faster than non-neural layered materials. This opens up the door for using film-quality visuals in real-time applications such as games and live previews. Tizian Zeltner, Fabrice Rousselle, Andrea Weidlich, Petrik Clarberg, Jan Novák, Benedikt Bitterli, Alex Evans, Tomás Davidovic, Simon Kallweit, Aaron E. Lefohn |
ACM Trans. Graph. | 6 |
| 2022 | A Position-Free Path Integral for Homogeneous Slabs and Multiple Scattering on Smith MicrofacetsabstractAbstract We consider the problem of multiple scattering on Smith microfacets. This problem is equivalent to computing volumetric light transport in a homogeneous slab. Although the symmetry of the slab allows for significant simplification, fully analytic solutions are scarce and not general enough for most applications. Standard Monte Carlo simulation, although general, is expensive and leads to variance that must be dealt with. We present the first unbiased, truly position‐free path integral for evaluating the BSDF of a homogeneous slab. We collapse the spatially‐1D path integral of previous works to a position‐free form using an analytical preintegration of collision distances. Evaluation of the resulting path integral, which now contains only directions, reduces to simple recursive manipulation of exponential distributions. Applying Monte Carlo to solve the reduced integration problem leads to lower variance. Our new algorithm allows us to render multiple scattering on Smith microfacets with less variance than prior work, and, in the case of conductors, to do so without any bias. Additionally, our algorithm can also be used to accelerate the rendering of BSDFs containing volumetrically scattering layers, at reduced variance compared to standard Monte Carlo integration. Benedikt Bitterli, Eugene d'Eon |
Comput. Graph. Forum | 1 |
| 2022 | A bidirectional formulation for Walk on SpheresabstractAbstract Numerically solving partial differential equations (PDEs) is central to many applications in computer graphics and scientific modeling. Conventional methods for solving PDEs often need to discretize the space first, making them less efficient for complex geometry. Unlike conventional methods, the walk on spheres (WoS) algorithm recently introduced to graphics is a grid‐free Monte Carlo method that can provide numerical solutions ofPoisson equations without discretizing space. We draw analogies between WoS and classical rendering algorithms, and find that the WoS algorithm is conceptually equivalent to forward path tracing. Inspired by similar approaches in light transport, we propose a novel WoS reformulation that operates in the reverse direction, starting at source points and estimating the Green's function at “sensor” points. Implementations of this algorithm show improvement over classical WoS in solving Poisson equation with sparse sources. Our approach opens exciting avenues for future algorithms for PDE estimation which, analogous to light transport, connect WoS walks starting from sensors and sources and combine different strategies for robust solution algorithms in all cases. Dario Seyb, Benedikt Bitterli, Wojciech Jarosz |
Comput. Graph. Forum | 3 |
| 2022 | Generalized resampled importance sampling: foundations of ReSTIRabstractAs scenes become ever more complex and real-time applications embrace ray tracing, path sampling algorithms that maximize quality at low sample counts become vital. Recent resampling algorithms building on Talbot et al.'s [2005] resampled importance sampling (RIS) reuse paths spatiotemporally to render surprisingly complex light transport with a few samples per pixel. These reservoir-based spatiotemporal importance resamplers (ReSTIR) and their underlying RIS theory make various assumptions, including sample independence. But sample reuse introduces correlation , so ReSTIR-style iterative reuse loses most convergence guarantees that RIS theoretically provides. We introduce generalized resampled importance sampling (GRIS) to extend the theory, allowing RIS on correlated samples, with unknown PDFs and taken from varied domains. This solidifies the theoretical foundation, allowing us to derive variance bounds and convergence conditions in ReSTIR-based samplers. It also guides practical algorithm design and enables advanced path reuse between pixels via complex shift mappings. We show a path-traced resampler (ReSTIR PT) running interactively on complex scenes, capturing many-bounce diffuse and specular lighting while shading just one path per pixel. With our new theoretical foundation, we can also modify the algorithm to guarantee convergence for offline renderers. Daqi Lin, Markus Kettunen 0001, Benedikt Bitterli, Jacopo Pantaleoni, Cem Yuksel, Chris Wyman |
ACM Trans. Graph. | 3 |
| 2022 | Unbiased and consistent rendering using biased estimatorsabstractWe introduce a general framework for transforming biased estimators into unbiased and consistent estimators for the same quantity. We show how several existing unbiased and consistent estimation strategies in rendering are special cases of this framework, and are part of a broader debiasing principle. We provide a recipe for constructing estimators using our generalized framework and demonstrate its applicability by developing novel unbiased forms of transmittance estimation, photon mapping, and finite differences. Zackary Misso, Benedikt Bitterli, Iliyan Georgiev, Wojciech Jarosz |
ACM Trans. Graph. | 2 |
| 2020 | Spatiotemporal reservoir resampling for real-time ray tracing with dynamic direct lightingabstractEfficiently rendering direct lighting from millions of dynamic light sources using Monte Carlo integration remains a challenging problem, even for off-line rendering systems. We introduce a new algorithm---ReSTIR---that renders such lighting interactively, at high quality, and without needing to maintain complex data structures. We repeatedly resample a set of candidate light samples and apply further spatial and temporal resampling to leverage information from relevant nearby samples. We derive an unbiased Monte Carlo estimator for this approach, and show that it achieves equal-error 6×-60× faster than state-of-the-art methods. A biased estimator reduces noise further and is 35×-65× faster, at the cost of some energy loss. We implemented our approach on the GPU, rendering complex scenes containing up to 3.4 million dynamic, emissive triangles in under 50 ms per frame while tracing at most 8 rays per pixel. Benedikt Bitterli, Chris Wyman, Matt Pharr, Peter Shirley, Aaron E. Lefohn, Wojciech Jarosz |
ACM Trans. Graph. | 1 |
| 2019 | Selectively metropolised Monte Carlo light transport simulationabstractLight transport is a complex problem with many solutions. Practitioners are now faced with the difficult task of choosing which rendering algorithm to use for any given scene. Simple Monte Carlo methods, such as path tracing, work well for the majority of lighting scenarios, but introduce excessive variance when they encounter transport they cannot sample (such as caustics). More sophisticated rendering algorithms, such as bidirectional path tracing, handle a larger class of light transport robustly, but have a high computational overhead that makes them inefficient for scenes that are not dominated by difficult transport. The underlying problem is that rendering algorithms can only be executed indiscriminately on all transport, even though they may only offer improvement for a subset of paths. In this paper, we introduce a new scheme for selectively combining different Monte Carlo rendering algorithms. We use a simple transport method (e.g. path tracing) as the base, and treat high variance "fireflies" as seeds for a Markov chain that locally uses a Metropolised version of a more sophisticated transport method for exploration, removing the firefly in an unbiased manner. We use a weighting scheme inspired by multiple importance sampling to partition the integrand into regions the base method can sample well and those it cannot, and only use Metropolis for the latter. This constrains the Markov chain to paths where it offers improvement, and keeps it away from regions already handled well by the base estimator. Combined with stratified initialization, short chain lengths and careful allocation of samples, this vastly reduces non-uniform noise and temporal flickering artifacts normally encountered with a global application of Metropolis methods. Through careful design choices, we ensure our algorithm never performs much worse than the base estimator alone, and usually performs significantly better, thereby reducing the need to experiment with different algorithms for each scene. Benedikt Bitterli, Wojciech Jarosz |
ACM Trans. Graph. | 1 |
| 2019 | Photon surfaces for robust, unbiased volumetric density estimationabstractWe generalize photon planes to photon surfaces : a new family of unbiased volumetric density estimators which we combine using multiple importance sampling. To derive our new estimators, we start with the extended path integral which duplicates the vertex at the end of the camera and photon subpaths and couples them using a blurring kernel. To make our formulation unbiased, however, we use a delta kernel to couple these two end points. Unfortunately, sampling the resulting singular integral using Monte Carlo is impossible since the probability of generating a contributing light path by independently sampling the two subpaths is zero. Our key insight is that we can eliminate the delta kernel and make Monte Carlo estimation practical by integrating any three dimensions analytically, and integrating only the remaining dimensions using Monte Carlo. We demonstrate the practicality of this approach by instantiating a collection of estimators which analytically integrate the distance along the camera ray and two arbitrary sampling dimensions along the photon subpath (e.g., distance, direction, surface area). This generalizes photon planes to curved "photon surfaces", including new "photon cone", "photon cylinder", "photon sphere", and multiple new "photon plane" estimators. These estimators allow us to handle light paths not supported by photon planes, including single scattering, and surface-to-media transport. More importantly, since our estimators have complementary strengths due to analytically integrating different dimensions of the path integral, we can combine them using multiple importance sampling. This combination mitigates singularities present in individual estimators, substantially reducing variance while remaining fully unbiased. We demonstrate our improved estimators on a number of scenes containing homogeneous media with highly anisotropic phase functions, accelerating both multiple scattering and single scattering compared to prior techniques. Shaojie Jiao, Benedikt Bitterli, Wojciech Jarosz |
ACM Trans. Graph. | 3 |
| 2018 | Reversible Jump Metropolis Light Transport Using Inverse MappingsabstractWe study Markov Chain Monte Carlo (MCMC) methods operating in primary sample space and their interactions with multiple sampling techniques. We observe that incorporating the sampling technique into the state of the Markov Chain, as done in Multiplexed Metropolis Light Transport, impedes the ability of the chain to properly explore the path space, as transitions between sampling techniques lead to disruptive alterations of path samples. To address this issue, we reformulate Multiplexed MLT in the Reversible Jump MCMC framework (RJMCMC) and introduce inverse sampling techniques that turn light paths into the random numbers that would produce them. This allows us to formulate a novel perturbation that can locally transition between sampling techniques without changing the geometry of the path, and we derive the correct acceptance probability using RJMCMC. We investigate how to generalize this concept to non-invertible sampling techniques commonly found in practice, and introduce probabilistic inverses that extend our perturbation to cover most sampling methods found in light transport simulations. Our theory reconciles the inverses with RJMCMC yielding an unbiased algorithm, which we call Reversible Jump MLT . We verify the correctness of our implementation in canonical and practical scenarios and demonstrate improved temporal coherence, decrease in structured artifacts, and faster convergence on a wide variety of scenes. Benedikt Bitterli, Wenzel Jakob, Jan Novák, Wojciech Jarosz |
ACM Trans. Graph. | 1 |
| 2018 | A radiative transfer framework for non-exponential mediaabstractWe develop a new theory of volumetric light transport for media with non-exponential free-flight distributions. Recent insights from atmospheric sciences and neutron transport demonstrate that such distributions arise in the presence of correlated scatterers, which are naturally produced by processes such as cloud condensation and fractal-pattern formation. Our theory formulates a non-exponential path integral as the result of averaging stochastic classical media, and we introduce practical models to solve the resulting averaging problem efficiently. Our theory results in a generalized path integral which allows us to handle non-exponential media using the full range of Monte Carlo rendering algorithms while enriching the range of achievable appearance. We propose parametric models for controlling the statistical correlations by leveraging work on stochastic processes, and we develop a method to combine such unresolved correlations (and the resulting non-exponential free-flight behavior) with explicitly modeled macroscopic heterogeneity. This provides a powerful authoring approach where artists can freely design the shape of the attenuation profile separately from the macroscopic heterogeneous density, while our theory provides a physically consistent interpretation in terms of a path space integral. We address important considerations for graphics including reciprocity and bidirectional rendering algorithms, all in the presence of surfaces and correlated media. Benedikt Bitterli, Srinath Ravichandran, Thomas Müller 0013, Magnus Wrenninge, Jan Novák, Steve Marschner, Wojciech Jarosz |
ACM Trans. Graph. | 1 |
| 2017 | Beyond points and beams: higher-dimensional photon samples for volumetric light transportabstractWe develop a theory of volumetric density estimation which generalizes prior photon point (0D) and beam (1D) approaches to a broader class of estimators using " n D" samples along photon and/or camera subpaths. Volumetric photon mapping performs density estimation by point sampling propagation distances within the medium and performing density estimation over the generated points (0D). Beam-based (1D) approaches consider the expected value of this distance sampling process along the last camera and/or light subpath segments. Our theory shows how to replace propagation distance sampling steps across multiple bounces to form higher-dimensional samples such as photon planes (2D), photon volumes (3D), their camera path equivalents, and beyond. We perform a theoretical error analysis which reveals that in scenarios where beams already outperform points, each additional dimension of n D samples compounds these benefits further. Moreover, each additional sample dimension reduces the required dimensionality of the blurring needed for density estimation, allowing us to formulate, for the first time, fully unbiased forms of volumetric photon mapping. We demonstrate practical implementations of several of the new estimators our theory predicts, including both biased and unbiased variants, and show that they outperform state-of-the-art beam-based volumetric photon mapping by a factor of 2.4--40×. Benedikt Bitterli, Wojciech Jarosz |
ACM Trans. Graph. | 1 |
| 2016 | Nonlinearly Weighted First-order Regression for Denoising Monte Carlo RenderingsabstractWe address the problem of denoising Monte Carlo renderings by studying existing approaches and proposing a new algorithm that yields state-of-the-art performance on a wide range of scenes. We analyze existing approaches from a theoretical and empirical point of view, relating the strengths and limitations of their corresponding components with an emphasis on production requirements. The observations of our analysis instruct the design of our new filter that offers high-quality results and stable performance. A key observation of our analysis is that using auxiliary buffers (normal, albedo, etc.) to compute the regression weights greatly improves the robustness of zero-order models, but can be detrimental to first-order models. Consequently, our filter performs a first-order regression leveraging a rich set of auxiliary buffers only when fitting the data, and, unlike recent works, considers the pixel color alone when computing the regression weights. We further improve the quality of our output by using a collaborative denoising scheme. Lastly, we introduce a general mean squared error estimator, which can handle the collaborative nature of our filter and its nonlinear weights, to automatically set the bandwidth of our regression kernel. Benedikt Bitterli, Fabrice Rousselle, Bochang Moon, José Antonio Iglesias Guitián, David Adler, Kenny Mitchell, Wojciech Jarosz, Jan Novák |
Comput. Graph. Forum | 1 |
| 2016 | A Practical and Controllable Hair and Fur Model for Production Path TracingabstractAbstract We present an energy‐conserving fiber shading model for hair and fur that is efficient enough for path tracing. Our model adopts a near‐field formulation to avoid the expensive integral across the fiber, accounts for all high order internal reflection events with a single lobe, and proposes a novel, closed‐form distribution for azimuthal roughness based on the logistic distribution. Additionally, we derive, through simulation, a parameterization that relates intuitive user controls such as multiple‐scattering albedo and isotropic cylinder roughness to the underlying physical parameters. Matt Jen-Yuan Chiang, Benedikt Bitterli, Chuck Tappan, Brent Burley |
Comput. Graph. Forum | 2 |
| 2015 | Portal-Masked Environment Map SamplingabstractAbstract We present a technique to efficiently importance sample distant, all‐frequency illumination in indoor scenes. Standard environment sampling is inefficient in such cases since the distant lighting is typically only visible through small openings (e.g. windows). This visibility is often addressed by manually placing a portal around each window to direct samples towards the openings; however, uniformly sampling the portal (its area or solid angle) disregards the possibly high frequency environment map. We propose a new portal importance sampling technique which takes into account both the environment map and its visibility through the portal, drawing samples proportional to the product of the two. To make this practical, we propose a novel, portal‐rectified reparametrization of the environment map with the key property that the visible region induced by a rectangular portal projects to an axis‐aligned rectangle. This allows us to sample according to the desired product distribution at an arbitrary shading location using a single (precomputed) summed‐area table per portal. Our technique is unbiased, relevant to many renderers, and can also be applied to rectangular light sources with directional emission profiles, enabling efficient rendering of non‐diffuse light sources with soft shadows. Benedikt Bitterli, Jan Novák, Wojciech Jarosz |
Comput. Graph. Forum | 1 |