Christoph Peters
momentsingraphics.bsky.social
Christoph Peters
@momentsingraphics.bsky.social
Graphics researcher at TU Delft. Formerly Intel, KIT, NVIDIA, Uni Bonn. Known for moment shadow maps, MBOIT, blue noise, spectra, light sampling. Opinions are my own.
https://MomentsInGraphics.de
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/SpectralRend...
November 20, 2025 at 6:59 PM
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/SpectralRend...
November 13, 2025 at 8:38 PM
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/SpectralRend...
November 6, 2025 at 6:46 PM
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/SiggraphAsia...
October 30, 2025 at 1:24 PM
Physically-based differentiable rendering enables inverse rendering, but handling visibility is hard. Our SIGGRAPH
2025 paper uses quadrics to importance sample silhouette edges--outperforming all existing unidirectional differentiable path tracers.
momentsingraphics.de/Siggraph2025...
August 3, 2025 at 12:13 PM
All HPG 2025 papers are now available on the EG digital library.
CGF papers: diglib.eg.org/handle/10.23...
Conference papers: diglib.eg.org/handle/10.23...
It has been a huge honor to act as HPG papers chair and guest editor and I look forward to an exciting program in Copenhagen.
44-Issue 8
High-Performance Graphics 2025
diglib.eg.org
June 21, 2025 at 8:13 AM
Spherical harmonics are widely used in graphics. Ever wondered how to compute their derivatives? My HPG 2025 poster shows that it is basically free.
It also comes with a code generator for C, C++, Python, GLSL and HLSL to compute SH with derivatives.
momentsingraphics.de/HPGPoster202...
Derivatives of Spherical Harmonics
momentsingraphics.de
June 15, 2025 at 1:56 PM
My webpages momentsingraphics.de and ultimate3d.org have migrated to a new server. If you notice anything broken, please let me know.
Blog | Moments in Graphics
momentsingraphics.de
May 18, 2025 at 10:20 AM
Reposted by Christoph Peters
Here is our gaussian splat editor: github.com/m-schuetz/Sp...

Eventually I want it to be able to take scans of ugly streets and beautify them like a photoshop for gaussians. :)
March 21, 2025 at 3:48 PM
4 weeks to the HPG papers deadline (and 3 to the abstract deadline).
Our call for posters, Hot3D and the student competition are also online and @c0de517e.bsky.social is confirmed as our first keynote speaker.
highperformancegraphics.org/2025/program...
highperformancegraphics.org
March 17, 2025 at 9:17 PM
Alban Fichet and I published a method for lossy compression of spectral images, i.e. images with 1 channel per wavelength 🌈.
TL;DR: Cosine transform the spectrum of each pixel, normalize by mean brightness and compress the resulting channels using JPEG XL.
Compression of Spectral Images using Spectral JPEG XL, by Alban Fichet and Christoph Peters
jcgt.org/published/00...
March 5, 2025 at 7:28 PM
The High-Performance Graphics 2025 papers deadline is 8 weeks from now on April 14 (abstract deadline is April 7).
I hope your research is coming along nicely. I can't wait to see what you've been working on and to meet at HPG in Copenhagen, June 23-25.
highperformancegraphics.org/2025/program...
High-Performance Graphics 2025
High-Performance Graphics 2025 - June 23-25 Copenhagen
highperformancegraphics.org
February 17, 2025 at 7:50 PM
Judging by the Blackwell whitepaper, RTX Mega Geometry is an implementation of ideas from this HPG 2023 paper by Carsten Benthin and me. It is cool to see this broadly deployed so soon. Hopefully, cross-vendor standardization will be just as swift.
momentsingraphics.de/HPG2023.html
Real-Time Ray Tracing of Micro-Poly Geometry with Hierarchical Level of Detail
momentsingraphics.de
January 29, 2025 at 8:40 PM
My new blog post explains spectral radiometric quantities, photometry and basics of spectral rendering. This is part 2/2 in a series on radiometry. Learn what it means when a light bulb has 800 lumen and how your renderer can account for that.
momentsingraphics.de/Radiometry2P...
January 19, 2025 at 8:29 AM
You cannot get physically-based rendering right without understanding radiometry. My new blog post explains it all, relying on familiar concepts from rendering algorithms as much as possible.
Part 2 will come next week.
momentsingraphics.de/Radiometry1B...
January 12, 2025 at 7:44 PM
Do you want to learn path tracing? Two lectures that I held at TU Delft are on YouTube now! The 2nd is what I had in mind for part 3 of my path tracing workshop. No Shadertoy exercises this time, but an open source Vulkan path tracer 🥳.
www.tudelft.nl/ewi/over-de-...
www.youtube.com/watch?v=Uerw...
December 19, 2024 at 11:47 AM
Reposted by Christoph Peters
On behalf of the '25 paper chairs:
🎉 The #HPG2025 Call for Papers is LIVE! Join us in beautiful Copenhagen, June 23-25, for cutting-edge discussions on graphics hardware and software. Co-located with #EGSR2025, it's the perfect stage for your research.
👉
highperformancegraphics.org/2025/program...
High-Performance Graphics 2025
High-Performance Graphics 2025 - June 23-25 Copenhagen
highperformancegraphics.org
December 13, 2024 at 12:27 PM
I'm on Bluesky now. Older stuff is on Twitter:
twitter.com/MomentsInCG
I'm also on Mastodon:
mastodon.gamedev.place/@MomentsInGr...
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twitter.com
December 17, 2024 at 9:27 PM