Matt Jen-Yuan Chiang

dblp:165/9750 · DBLP profile ↗
← Back
7ranked-venue papers
1as first author
5since 2021 · last 2026
0000-0002-4050-8007ORCID · reported

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 7 · 1 first-author · 5 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021
YearPublicationVenuePosition
2026 Real-Time Neural Materials on Mobile VR
abstract
Abstract Virtual Reality (VR) applications aim to create an immersive virtual world, which demands a high level of visual realism. The analytical material models commonly used in VR often fall short of reproducing complex real‐world appearances. Recently, neural materials have emerged as a promising alternative, offering a compact yet effective representation of real‐world materials. Deploying neural materials on low‐power mobile VR devices poses significant challenges due to the computational complexity of neural networks and the high display resolution and frame rate requirements of VR devices (commonly 72+ frames per second). We address these challenges by leveraging texture‐space shading with spatiotemporal computation amortization, driven by a compact, coarse‐to‐fine neural material model of extremely low capacity. Thanks to our distillation training scheme, our compact neural materials achieve visual quality comparable to NeuMIP [KMX*21] at a much lower cost. Our method reaches over 90 FPS on a mobile VR device (Meta Quest 3) even under multiple light sources.
Zilin Xu, Yehonathan Litman, Matt Jen-Yuan Chiang, Lingqi Yan 0001, Anton Michels
Comput. Graph. Forum4
2025 PGC: Physics-Based Gaussian Cloth from a Single Pose
abstract
We introduce a novel approach to reconstruct simulation-ready garments with intricate appearance. Despite recent advancements, existing methods often struggle to balance the need for accurate garment reconstruction with the ability to generalize to new poses and body shapes or require large amounts of data to achieve this. In contrast, our method only requires a multi-view capture of a single static frame. We represent garments as hybrid mesh-embedded 3D Gaussian splats, where the Gaussians capture near-field shading and high-frequency details, while the mesh encodes far-field albedo and optimized reflectance parameters. We achieve novel pose generalization by exploiting the mesh from our hybrid approach, enabling physics-based simulation and surface rendering techniques, while also capturing fine details with Gaussians that accurately reconstruct garment details. Our optimized garments can be used for simulating garments on novel poses, and garment relighting. Project page: phys-gaussian-cloth.github.io.
Michelle Guo, Matt Jen-Yuan Chiang, Igor Santesteban, Nikolaos Sarafianos, Hsiao-Yu Chen, Oshri Halimi, Aljaz Bozic, Shunsuke Saito, Jiajun Wu 0001, C. Karen Liu, Tuur Stuyck, Egor Larionov
CVPR2
2025 Controllable Biophysical Human Faces
abstract
We present a novel generative model that synthesizes photorealistic, biophysically plausible faces by capturing the intricate relationships between facial geometry and biophysical attributes. Our approach models facial appearance in a biophysically grounded manner, allowing for the editing of both high‐level attributes such as age and gender, as well as low‐level biophysical properties such as melanin level and blood content. This enables continuous modeling of physical skin properties that correlate changes in skin properties with shape changes. We showcase the capabilities of our framework beyond its role as a generative model through two practical applications: editing the texture maps of 3D faces that have already been captured, and serving as a strong prior for face reconstruction when combined with differentiable rendering. Our model allows for the creation of physically‐based relightable, editable faces with consistent topology and uv layout that can be integrated into traditional computer graphics pipelines.
Minghao Liu 0009, Stephane Grabli, Sébastien Speierer, Nikolaos Sarafianos, Lukas Bode, Matt Jen-Yuan Chiang, Christophe Hery, James Davis 0001, Carlos Aliaga
Comput. Graph. Forum6
2025 Transforming Unstructured Hair Strands into Procedural Hair Grooms
abstract
In recent years, reconstruction methods have been developed that can recover strand-level hair geometry from images. However, these methods recover a vast number of individual hair strands that are difficult to edit and simulate. Many methods also rely on neural priors to infer non-visible inner hair, which can result in poor inner hair structure for complex hairstyles, such as curly hair. We propose an inverse hair grooming pipeline that transforms the imperfect 3D strands from these reconstruction methods into procedural hair grooms that consist of a small set of guide strands and hair grooming operators, inspired by pipelines used by artists in popular 3D modeling tools such as Blender and Houdini. We take a probabilistic view of these hair grooms and design various optimization strategies and loss functions to optimize for the guide strands and operator parameters. Due to the proceduralism, our resulting grooms can naturally represent challenging hairstyles, have structurally sound inner hair, and are easily editable.
Wesley Chang, Andrew L. Russell, Stephane Grabli, Matt Jen-Yuan Chiang, Christophe Hery, Douglas Roble, Ravi Ramamoorthi, Tzu-Mao Li, Olivier Maury
ACM Trans. Graph.4
2023 Accelerating Hair Rendering by Learning High-Order Scattered Radiance
abstract
Abstract Efficiently and accurately rendering hair accounting for multiple scattering is a challenging open problem. Path tracing in hair takes long to converge while other techniques are either too approximate while still being computationally expensive or make assumptions about the scene. We present a technique to infer the higher order scattering in hair in constant time within the path tracing framework, while achieving better computational efficiency. Our method makes no assumptions about the scene and provides control over the renderer's bias & speedup. We achieve this by training a small multilayer perceptron (MLP) to learn the higher‐order radiance online, while rendering progresses. We describe how to robustly train this network and thoroughly analyze our resulting renderer's characteristics. We evaluate our method on various hairstyles and lighting conditions. We also compare our method against a recent learning based & a traditional real‐time hair rendering method and demonstrate better quantitative & qualitative results. Our method achieves a significant improvement in speed with respect to path tracing, achieving a run‐time reduction of 40%‐70% while only introducing a small amount of bias.
Aakash KT, Adrián Jarabo, Carlos Aliaga, Matt Jen-Yuan Chiang, Olivier Maury, Christophe Hery, P. J. Narayanan, Giljoo Nam
Comput. Graph. Forum4
2018 The Design and Evolution of Disney's Hyperion Renderer
abstract
Walt Disney Animation Studios has transitioned to path-traced global illumination as part of a progression of brute-force physically based rendering in the name of artist efficiency. To achieve this without compromising our geometric or shading complexity, we built our Hyperion renderer based on a novel architecture that extracts traversal and shading coherence from large, sorted ray batches. In this article, we describe our architecture and discuss our design decisions. We also explain how we are able to provide artistic control in a physically based renderer, and we demonstrate through case studies how we have benefited from having a proprietary renderer that can evolve with production needs.
Brent Burley, David Adler, Matt Jen-Yuan Chiang, Hank Driskill, Ralf Habel, Patrick Kelly, Peter Kutz, Yining Karl Li, Daniel Teece
ACM Trans. Graph.3
2016 A Practical and Controllable Hair and Fur Model for Production Path Tracing
abstract
Abstract 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. Forum1