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
@jorisar.bsky.social has posted a recording of his SIGGRAPH 2026 presentation on Gaussian point splatting now:
www.youtube.com/watch?v=2AWv...
September 9, 2026 at 4:48 PM
All High-Performance Graphics 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 HPG (July 17-19) with 14 papers, 6 Hot3D talks, 2 keynotes and 3 posters. Register now!
www.highperformancegraphics.org/2026/schedule/
High-Performance Graphics 2026 Schedule
High-Performance Graphics 2026 Schedule
www.highperformancegraphics.org
July 3, 2026 at 9:15 AM
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/CameraRays.h...
June 20, 2026 at 11:08 AM
Reposted by Christoph Peters
Our new Gaussian point splatting renders huge 3DGS scenes in real time (e.g. 425M⬇️). It samples pixel-sized points from the Gaussians with massive parallelism and splats them to the screen using 64-bit atomics.
The SIGGRAPH 2026 paper, code and video are out now:
jorisar.nl/gaussian_point_splatting/
May 21, 2026 at 1:05 PM
Reposted by Christoph Peters
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/registr...

#I3D2026
i3dsymposium.org
April 10, 2026 at 4:00 PM
The High-Performance Graphics 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.
www.highperformancegraphics.org/2026/call-fo...
High-Performance Graphics 2026 CFP
High-Performance Graphics 2026 Call for Participation
www.highperformancegraphics.org
March 31, 2026 at 6:25 AM
The papers deadline for High-Performance Graphics 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.
www.highperformancegraphics.org/2026/call-fo...
High-Performance Graphics 2026 CFP
High-Performance Graphics 2026 Call for Participation
www.highperformancegraphics.org
March 19, 2026 at 11:50 AM
In 2026, I reprise my role as High-Performance Graphics papers chair, joined by Markus Kettunen.
The papers deadline is 8 weeks from now. Submit your performance-oriented graphics research and present it in LA, just before SIGGRAPH (July 17-19 2026)!
www.highperformancegraphics.org/2026/call-fo...
High-Performance Graphics 2026 CFP
High-Performance Graphics 2026 Call for Participation
www.highperformancegraphics.org
February 12, 2026 at 12:04 PM
Reposted by Christoph Peters
A presentation recording (ca. 10 minutes) and the PDF slides for my transmittance estimation paper are available now:
momentsingraphics.de/SiggraphAsia...
December 17, 2025 at 3:05 PM
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