Scollr summary
What this paper is about
This work stores the vertices of traced light subpaths in a 4D spatiotemporal hierarchy and recast time‐gated connection as a range query, using pruning and importance sampling over the shell to select time‐valid vertices without intersecting scene geometry, which decouples the cost of time gating from scene complexity.
Full abstract
Read the full abstract
Abstract Monte Carlo time‐gated rendering requires sampling light paths that not only connect a sensor to an emitter, but which also have a total travel time that falls within a narrow interval, a constraint that is difficult to importance sample. We show that this problem has an underlying geometric structure: in the joint space of position and accumulated travel time, the points yielding a time‐valid connection to a given query point form a light‐cone shell. Prior methods sample this shell indirectly. Steady‐state algorithms sample the full space and reject points outside it, giving high variance under tight gates. Ellipsoidal path connections target a single cone surface by intersecting an ellipsoid with scene geometry, coupling cost to scene complexity. Our key observation is that shell membership is cheap to test, needing only accumulated travel time and a Euclidean distance. We therefore store the vertices of traced light subpaths in a 4D spatiotemporal hierarchy and recast time‐gated connection as a range query, using pruning and importance sampling over the shell to select time‐valid vertices without intersecting scene geometry. This decouples the cost of time gating from scene complexity. Within a bidirectional path tracing framework, our method significantly reduces variance over existing approaches on scenes with up to 2.4M triangles.
Direct answer
What can I do from this paper page?
Use this page to scan "Light‐Cone Shell Queries for Scalable Time‐Gated Rendering" quickly: start with the summary and abstract, then check the authors, source, topics, and related papers. From here, open Scollr to follow Computer Graphics and Visualization Techniques research, save the paper, or map adjacent work.
Research areas
Follow related topics
Citation
BibTeX
@article{Cui2026Light,
title = {Light‐Cone Shell Queries for Scalable Time‐Gated Rendering},
author = {Jack Cui and Juhyeon Kim and Adithya Pediredla and Wojciech Jarosz},
journal = {Computer Graphics Forum},
year = {2026},
doi = {10.1111/cgf.70536},
url = {https://doi.org/10.1111/cgf.70536}
}
FAQ
Using this paper in a discovery workflow
How do I find related work for this paper?
Use the related papers and topic links on this page as starting points. In Scollr, you can also open the paper and build a literature map around its references, citing papers, and related work.
How can I keep up with new Computer Graphics and Visualization Techniques research papers?
Follow Computer Graphics and Visualization Techniques research in Scollr. New papers from the topic flow into a personalized feed, and you can save useful studies to revisit later.
Can I cite this paper from this page?
This page includes a static BibTeX block for Light‐Cone Shell Queries for Scalable Time‐Gated Rendering. Always verify the DOI, source, and publication details against the publisher record before submitting a manuscript.
Follow this research in Scollr
Follow the topics and authors behind this paper, save useful studies, and build a literature map when you are ready to go deeper.
Get the app