Analysis updated 2026-05-18
Reproduce the paper's experiments on neural quadrature and adaptive sampling
Study the six example setups to learn how neural quadrature applies to different graphics problems
Extend the walk on spheres or direct illumination examples for new rendering research
| suikasibyl/nqr | 0whitedev/detranspiler | 2951461586/mulerun-pool | |
|---|---|---|---|
| Stars | 21 | 21 | 21 |
| Language | Python | Python | Python |
| Setup difficulty | hard | hard | moderate |
| Complexity | 5/5 | 4/5 | 3/5 |
| Audience | researcher | developer | developer |
Figures from each repo's GitHub metadata at analysis time.
Requires downloading large shared assets from Google Drive and, for one example, a separate renderer engine dependency.
This repository is the code release for a SIGGRAPH 2026 research paper called Neural Quadrature Rule and Autoregressive Adaptive Sampling, written mostly in Python. Quadrature is a mathematical technique for estimating the value of an integral, and it comes up in computer graphics when simulating how light moves through a scene. The paper explores training a neural network to choose better sample points for that estimation, with the goal of making certain rendering and simulation calculations more accurate or efficient. Before running anything, a user needs to download a set of shared assets, including sample scenes and pretrained model checkpoints, from a linked Google Drive folder, then place them into specific folders inside the project so the file layout matches what the code expects. A provided shell script sets up the Python environment. One of the examples also depends on a separate renderer called SIByL Engine, version 0.0.5, which is a different project from the same author. The code is organized into six example folders, each testing the neural quadrature idea in a different setting. One is a simple one dimensional integration benchmark comparing two neural network variants against baseline methods. Another computes generalized winding numbers, a way of describing whether a point sits inside or outside a shape. A third estimates how light passes through volumes such as fog or smoke. A fourth uses a walk on spheres method, an approach for solving certain equations used in physics simulations, including harder nonlinear variants. A fifth works with unsigned distance fields, a way of representing three dimensional shapes. The last combines the neural quadrature method with the SIByL renderer for a full direct illumination lighting example. Each example folder has its own instructions for training and running its model, so someone trying this out would pick whichever example matches their interest. This is a research code release tied to a specific academic paper rather than a general purpose tool, and it is aimed at people already working in computer graphics, rendering, or neural simulation research.
Research code from a SIGGRAPH 2026 paper that trains a neural network to pick better sample points for graphics and simulation math.
Mainly Python. The stack also includes Python, PyTorch.
No license information is stated in the README.
Setup difficulty is rated hard, with roughly 1day+ to a first successful run.
Mainly researcher.
This repo across BitVibe Labs
Verify against the repo before relying on details.