VLDB 2026 Research / reviewers in the wild / expert
Xin Sun 0014
dblp:20/3535-14
· DBLP profile ↗
30ranked-venue papers
6as first author
15since 2021 · last 2025
0000-0002-8710-2645ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 25 · 6 first-author · 13 since 2021Artificial intelligence and machine learning · 10 · 10 since 2021Applied, interdisciplinary, general and emerging computing · 3Human-computer interaction and ubiquitous computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | PreciseCam: Precise Camera Control for Text-to-Image GenerationabstractImages as an artistic medium often rely on specific camera angles and lens distortions to convey ideas or emotions; however, such precise control is missing in current text-to-image models. We propose an efficient and general solution that allows precise control over the camera when generating both photographic and artistic images. Unlike prior methods that rely on predefined shots, we rely solely on four simple extrinsic and intrinsic camera parameters, removing the need for pre-existing geometry, reference 3D objects, and multi-view data. We also present a novel dataset with more than 57,000 images, along with their text prompts and ground-truth camera parameters. Our evaluation shows precise camera control in text-to-image generation, surpassing traditional prompt engineering approaches. Edurne Bernal-Berdun, Ana Serrano, Belén Masiá, Matheus Gadelha, Yannick Hold-Geoffroy, Xin Sun 0014, Diego Gutierrez |
CVPR | 6 |
| 2025 | MegaSynth: Scaling Up 3D Scene Reconstruction with Synthesized DataabstractWe propose scaling up 3D scene reconstruction by training with synthesized data. At the core of our work is MegaSynth, a procedurally generated 3D dataset comprising 700K scenes—over 50 times larger than the prior real dataset DL3DV—dramatically scaling the training data. To enable scalable data generation, our key idea is eliminating semantic information, removing the need to model complex semantic priors such as object affordances and scene composition. Instead, we model scenes with basic spatial structures and geometry primitives, offering scalability. Besides, we control data complexity to facilitate training while loosely aligning it with real-world data distribution to benefit real-world generalization. We explore training LRMs with both MegaSynth and available real data. Experiment results show that joint training or pre-training with MegaSynth improves reconstruction quality by 1.2 to 1.8 dB PSNR across diverse image domains. Moreover, models trained solely on MegaSynth perform comparably to those trained on real data, underscoring the low-level nature of 3D reconstruction. Additionally, we provide an in-depth analysis of MegaSynth’s properties for enhancing model capability, training stability, and generalization, as well as application to other tasks. Hanwen Jiang, Zexiang Xu, Desai Xie, Haian Jin, Fujun Luan, Zhixin Shu, Kai Zhang 0045, Sai Bi, Xin Sun 0014, Jiuxiang Gu, Qixing Huang, Georgios Pavlakos, Hao Tan 0002 |
CVPR | 10 |
| 2025 | Comprehensive Relighting: Generalizable and Consistent Monocular Human Relighting and HarmonizationabstractThis paper introduces Comprehensive Relighting, the first all-in-one approach that can both control and harmonize the lighting from an image or video of humans with arbitrary body parts from any scene. Building such a generalizable model is extremely challenging due to the lack of dataset, restricting existing image-based relighting models to a specific scenario (e.g., face or static human). To address this challenge, we repurpose a pre-trained diffusion model as a general image prior and jointly model the human relighting and background harmonization in the coarse-to-fine framework. To further enhance the temporal coherence of the relighting, we introduce an unsupervised temporal lighting model that learns the lighting cycle consistency from many real-world videos without any ground truth. In inference time, our temporal lighting module is combined with the diffusion models through the spatio-temporal feature blending algorithms without extra training; and we apply a new guided refinement as a post-processing to pre-serve the high-frequency details from the input image. In the experiments, Comprehensive Relighting shows a strong generalizability and lighting temporal coherence, outperforming existing image-based human relighting and harmonization methods. Xin Sun 0014, Krishna Kumar Singh, Zhixin Shu, He Zhang 0004, Jimei Yang, Nanxuan Zhao, Tuanfeng Y. Wang, Simon S. Chen, Ulrich Neumann, Jae Shin Yoon |
CVPR | 3 |
| 2025 | Augmented Mass-Spring Model for Real-Time Dense Hair Simulation
Jorge Alejandro Amador Herrera, Yi Zhou 0023, Xin Sun 0014, Zhixin Shu, Chengan He, Sören Pirk, Dominik L. Michels |
ICCV | 3 |
| 2025 | Perm: A Parametric Representation for Multi-Style 3D Hair ModelingabstractWe present Perm, a learned parametric representation of human 3D hair designed to facilitate various hair-related applications. Unlike previous work that jointly models the global hair structure and local curl patterns, we propose to disentangle them using a PCA-based strand representation in the frequency domain, thereby allowing more precise editing and output control. Specifically, we leverage our strand representation to fit and decompose hair geometry textures into low- to high-frequency hair structures, termed guide textures and residual textures, respectively. These decomposed textures are later parameterized with different generative models, emulating common stages in the hair grooming process. We conduct extensive experiments to validate the architecture design of Perm, and finally deploy the trained model as a generic prior to solve task-agnostic problems, further showcasing its flexibility and superiority in tasks such as single-view hair reconstruction, hairstyle editing, and hair-conditioned image generation. More details can be found on our project page: https://cs.yale.edu/homes/che/projects/perm/. Chengan He, Xin Sun 0014, Zhixin Shu, Fujun Luan, Sören Pirk, Jorge Alejandro Amador Herrera, Dominik L. Michels, Tuanfeng Y. Wang, Meng Zhang 0043, Holly E. Rushmeier, Yi Zhou 0023 |
ICLR | 2 |
| 2025 | RNA: Relightable Neural AssetsabstractHigh-fidelity 3D assets with materials composed of fibers (including hair), complex layered material shaders, or fine scattering geometry are critical in high-end realistic rendering applications. Rendering such models is computationally expensive due to heavy shaders and long scattering paths. Moreover, implementing the shading and scattering models is non-trivial and has to be done not only in the 3D content authoring software (which is necessarily complex), but also in all downstream rendering solutions. For example, web and mobile viewers for complex 3D assets are desirable, but frequently cannot support the full shading complexity allowed by the authoring application. Our goal is to design a neural representation for 3D assets with complex shading that supports full relightability and full integration into existing renderers. We provide an end-to-end shading solution at the first intersection of a ray with the underlying geometry. All shading and scattering is precomputed and included in the neural asset; no multiple scattering paths need to be traced, and no complex shading models need to be implemented to render our assets, beyond a single neural architecture. We combine an MLP decoder with a feature grid. Shading consists of querying a feature vector, followed by an MLP evaluation producing the final reflectance value. Our method provides high-fidelity shading, close to the ground-truth Monte Carlo estimate even at close-up views. We believe our neural assets could be used in practical renderers, providing significant speed-ups and simplifying renderer implementations. Krishna Mullia, Fujun Luan, Xin Sun 0014, Milos Hasan |
ACM Trans. Graph. | 3 |
| 2024 | Carve3D: Improving Multi-view Reconstruction Consistency for Diffusion Models with RL FinetuningabstractMulti-view diffusion models, obtained by applying Su-pervised Finetuning (SFT) to text-to-image diffusion mod-els, have driven recent breakthroughs in text-to-3D re-search. However, due to the limited size and quality of ex-isting 3D datasets, they still suffer from multi-view incon-sistencies and Neural Radiance Field (NeRF) reconstruction artifacts. We argue that multi-view diffusion models can benefit from further Reinforcement Learning Finetuning (RLFT), which allows models to learn from the data generated by themselves and improve beyond their dataset limitations during SFT. To this end, we introduce Carve3D, an improved RLFT algorithm coupled with a novel Multi-view Reconstruction Consistency (MRC) metric, to enhance the consistency of multi-view diffusion models. To mea-sure the MRC metric on a set of multi-view images, we compare them with their corresponding NeRF renderings at the same camera viewpoints. The resulting model, which we denote as Carve3DM, demonstrates superior multi-view consistency and NeRF reconstruction quality than existing models. Our results suggest that pairing SFT with Carve3D's RLFT is essential for developing multi-view-consistent diffusion models, mirroring the standard Large Language Model (LLM) alignment pipeline. Our code, training and testing data, and video results are available at: https://desaixie.github.io/carve-3d. Desai Xie, Hao Tan 0002, Xin Sun 0014, Zhixin Shu, Yi Zhou 0023, Sai Bi, Sören Pirk, Arie E. Kaufman |
CVPR | 4 |
| 2024 | LRM-Zero: Training Large Reconstruction Models with Synthesized DataabstractWe present LRM-Zero, a Large Reconstruction Model (LRM) trained entirely on synthesized 3D data, achieving high-quality sparse-view 3D reconstruction. The core of LRM-Zero is our procedural 3D dataset, Zeroverse, which is automatically synthesized from simple primitive shapes with random texturing and augmentations (e.g., height fields, boolean differences, and wireframes). Unlike previous 3D datasets (e.g., Objaverse) which are often captured or crafted by humans to approximate real 3D data, Zeroverse completely ignores realistic global semantics but is rich in complex geometric and texture details that are locally similar to or even more intricate than real objects. We demonstrate that our LRM-Zero, trained with our fully synthesized Zeroverse, can achieve high visual quality in the reconstruction of real-world objects, competitive with models trained on Objaverse. We also analyze several critical design choices of Zeroverse that contribute to LRM-Zero's capability and training stability. Our work demonstrates that 3D reconstruction, one of the core tasks in 3D vision, can potentially be addressed without the semantics of real-world objects. The Zeroverse's procedural synthesis code and interactive visualization are available at: https://desaixie.github.io/lrm-zero/. Desai Xie, Sai Bi, Zhixin Shu, Kai Zhang 0045, Zexiang Xu, Yi Zhou 0023, Sören Pirk, Arie E. Kaufman, Xin Sun 0014, Hao Tan 0002 |
NeurIPS | 9 |
| 2023 | PixHt-Lab: Pixel Height Based Light Effect Generation for Image CompositingabstractLighting effects such as shadows or reflections are key in making synthetic images realistic and visually appealing. To generate such effects, traditional computer graphics uses a physically-based renderer along with 3D geometry. To compensate for the lack of geometry in 2D Image compositing, recent deep learning-based approaches introduced a pixel height representation to generate soft shadows and reflections. However, the lack of geometry limits the quality of the generated soft shadows and constrains reflections to pure specular ones. We introduce PixHt-Lab, a system leveraging an explicit mapping from pixel height representation to 3D space. Using this mapping, PixHt- Lab reconstructs both the cutout and background geometry and renders realistic, diverse lighting effects for image compositing. Given a surface with physically-based materials, we can render reflections with varying glossiness. To generate more realistic soft shadows, we further propose using 3D-aware buffer channels to guide a neural renderer. Both quantitative and qualitative evaluations demonstrate that PixHt-Lab significantly improves soft shadow generation. Project: https://shengcn.github.io/PixHtLab/ Yichen Sheng, Jianming Zhang 0001, Julien Philip, Yannick Hold-Geoffroy, Xin Sun 0014, He Zhang 0004, Lu Ling, Bedrich Benes |
CVPR | 5 |
| 2023 | GAIT: Generating Aesthetic Indoor Tours with Deep Reinforcement LearningabstractPlacing and orienting a camera to compose aesthetically meaningful shots of a scene is not only a key objective in real-world photography and cinematography but also for virtual content creation. The framing of a camera often significantly contributes to the story telling in movies, games, and mixed reality applications. Generating single camera poses or even contiguous trajectories either requires a significant amount of manual labor or requires solving high-dimensional optimization problems, which can be computationally demanding and error-prone. In this paper, we introduce GAIT, a framework for training a Deep Reinforcement Learning (DRL) agent, that learns to automatically control a camera to generate a sequence of aesthetically meaningful views for synthetic 3D indoor scenes. To generate sequences of frames with high aesthetic value, GAIT relies on a neural aesthetics estimator, which is trained on a crowed-sourced dataset. Additionally, we introduce regularization techniques for diversity and smoothness to generate visually interesting trajectories for a 3D environment, and to constrain agent acceleration in the reward function to generate a smooth sequence of camera frames. We validated our method by comparing it to baseline algorithms, based on a perceptual user study, and through ablation studies. Code and visual results are available on the project website: https://desaixie.github.io/gait-rl Desai Xie, Ping Hu 0003, Xin Sun 0014, Sören Pirk, Jianming Zhang 0001, Radomír Mech, Arie E. Kaufman |
ICCV | 3 |
| 2023 | MCNeRF: Monte Carlo Rendering and Denoising for Real-Time NeRFsabstractThe volume rendering step used in Neural Radiance Fields (NeRFs) produces highly photorealistic results, but is inherently slow because it evaluates an MLP at a large number of sample points per ray. Previous work has addressed this by either proposing neural scene representations that are faster to evaluate or by pre-computing (and approximating) scene properties to reduce render times. In this work, we propose MCNeRF, a general Monte Carlo-based rendering algorithm that can speed up any NeRF representation. We show that the NeRF volume rendering integral can be efficiently computed via Monte Carlo integration using an importance sampling scheme based on ray density distributions. This allows us to use a small number of MLP evaluations to estimate pixel radiance. These noisy Monte Carlo estimates can be further denoised using an inexpensive image-space denoiser trained per-scene. We demonstrate that MCNeRF can be used to speed up NeRF representations like TensoRF by 7 × while closely matching their visual quality and without making the scene approximations that real-time NeRF rendering methods usually make. Kunal Gupta, Milos Hasan, Zexiang Xu, Fujun Luan, Kalyan Sunkavalli, Xin Sun 0014, Manmohan Krishna Chandraker, Sai Bi |
SIGGRAPH Asia | 6 |
| 2023 | A Study of Change Blindness in Immersive EnvironmentsabstractHuman performance is poor at detecting certain changes in a scene, a phenomenon known as change blindness. Although the exact reasons of this effect are not yet completely understood, there is a consensus that it is due to our constrained attention and memory capacity: We create our own mental, structured representation of what surrounds us, but such representation is limited and imprecise. Previous efforts investigating this effect have focused on 2D images; however, there are significant differences regarding attention and memory between 2D images and the viewing conditions of daily life. In this work, we present a systematic study of change blindness using immersive 3D environments, which offer more natural viewing conditions closer to our daily visual experience. We devise two experiments; first, we focus on analyzing how different change properties (namely type, distance, complexity, and field of view) may affect change blindness. We then further explore its relation with the capacity of our visual working memory and conduct a second experiment analyzing the influence of the number of changes. Besides gaining a deeper understanding of the change blindness effect, our results may be leveraged in several VR applications such as redirected walking, games, or even studies on saliency or attention prediction. Xin Sun 0014, Diego Gutierrez, Belén Masiá |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2022 | A Repulsive Force Unit for Garment Collision Handling in Neural Networks
Qingyang Tan, Yi Zhou 0023, Tuanfeng Y. Wang, Duygu Ceylan, Xin Sun 0014, Dinesh Manocha |
ECCV (3) | 5 |
| 2022 | Instant Reality: Gaze-Contingent Perceptual Optimization for 3D Virtual Reality StreamingabstractMedia streaming, with an edge-cloud setting, has been adopted for a variety of applications such as entertainment, visualization, and design. Unlike video/audio streaming where the content is usually consumed passively, virtual reality applications require 3D assets stored on the edge to facilitate frequent edge-side interactions such as object manipulation and viewpoint movement. Compared to audio and video streaming, 3D asset streaming often requires larger data sizes and yet lower latency to ensure sufficient rendering quality, resolution, and latency for perceptual comfort. Thus, streaming 3D assets faces remarkably additional than streaming audios/videos, and existing solutions often suffer from long loading time or limited quality. To address this challenge, we propose a perceptually-optimized progressive 3D streaming method for spatial quality and temporal consistency in immersive interactions. On the cloud-side, our main idea is to estimate perceptual importance in 2D image space based on user gaze behaviors, including where they are looking and how their eyes move. The estimated importance is then mapped to 3D object space for scheduling the streaming priorities for edge-side rendering. Since this computational pipeline could be heavy, we also develop a simple neural network to accelerate the cloud-side scheduling process. We evaluate our method via subjective studies and objective analysis under varying network conditions (from 3G to 5G) and edge devices (HMD and traditional displays), and demonstrate better visual quality and temporal consistency than alternative solutions. Shaoyu Chen, Budmonde Duinkharjav, Xin Sun 0014, Li-Yi Wei, Stefano Petrangeli, Jose Echevarria, Cláudio T. Silva, Qi Sun 0003 |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2021 | Tessellation-free displacement mapping for ray tracingabstractDisplacement mapping is a powerful mechanism for adding fine to medium geometric details over a 3D surface using a 2D map encoding them. While GPU rasterization supports it through the hardware tessellation unit, ray tracing surface meshes textured with high quality displacement requires a significant amount of memory. More precisely, the input surface needs to be pre-tessellated at the displacement map resolution before being enriched with its mandatory acceleration data structure. Consequently, designing displacement maps interactively while enjoying a full physically-based rendering is often impossible, as simply tiling multiple times the map quickly saturates the graphics memory. In this work we introduce a new tessellation-free displacement mapping approach for ray tracing. Our key insight is to decouple the displacement from its base domain by mapping a displacement-specific acceleration structures directly on the mesh. As a result, our method shows low memory footprint and fast high resolution displacement rendering, making interactive displacement editing possible. Theo Thonat, François Beaune, Xin Sun 0014, Nathan Carr 0001, Tamy Boubekeur |
ACM Trans. Graph. | 3 |
| 2016 | Variance Analysis and Adaptive Sampling for Indirect Light Path Reuse
Xin Sun 0014, Qiming Hou, Zhong Ren 0001, Kun Zhou 0001 |
J. Comput. Sci. Technol. | 2 |
| 2015 | Irradiance regression for efficient final gathering in global illumination
Xuezhen Huang, Xin Sun 0014, Zhong Ren 0001, Xin Tong 0001, Baining Guo, Kun Zhou 0001 |
Frontiers Comput. Sci. | 2 |
| 2015 | Unbiased photon gathering for light transport simulationabstractPhoton mapping (PM) has been widely regarded as an efficient solution for light transport simulation, including challenging caustics paths and many-bounce indirect lighting. The efficiency of PM comes from reusing traced photons. However, the handling of photon gathering in existing PM algorithms is universally biased -- the expected value of their results does not necessarily agree with the true solution of the rendering equation. We present a novel photon gathering method to efficiently achieve unbiased rendering with photon mapping. Instead of aggregating the gathered photons into an estimated density as in classical photon mapping, we process each photon individually and connect the corresponding light sub-path with the eye sub-path that generates the gather point, creating an unbiased path sample. The Monte Carlo estimate for such a path sample is calculated by evaluating all relevant terms in a strict and unbiased way, leading to a self-contained unbiased sampling technique. We further develop a set of multiple importance sampling (MIS) weights that allow our method to be optimally combined with bidirectional path tracing (BDPT), resulting in an unbiased rendering algorithm that can efficiently handle a wide variety of light paths and that compares favorably with previous algorithms. Experiments demonstrate the efficacy and robustness of our method. Xin Sun 0014, Qiming Hou, Baining Guo, Kun Zhou 0001 |
ACM Trans. Graph. | 2 |
| 2014 | Hierarchical diffusion curves for accurate automatic image vectorizationabstractDiffusion curve primitives are a compact and powerful representation for vector images. While several vector image authoring tools leverage these representations, automatically and accurately vectorizing arbitrary raster images using diffusion curves remains a difficult problem. We automatically generate sparse diffusion curve vectorizations of raster images by fitting curves in the Laplacian domain. Our approach is fast, combines Laplacian and bilaplacian diffusion curve representations, and generates a hierarchical representation that accurately reconstructs both vector art and natural images. The key idea of our method is to trace curves in the Laplacian domain, which captures both sharp and smooth image features, across scales, more robustly than previous image- and gradient-domain fitting strategies. The sparse set of curves generated by our method accurately reconstructs images and often closely matches tediously hand-authored curve data. Also, our hierarchical curves are readily usable in all existing editing frameworks. We validate our method on a broad class of images, including natural images, synthesized images with turbulent multi-scale details, and traditional vector-art, as well as illustrating simple multi-scale abstraction and color editing results. Guofu Xie, Xin Sun 0014, Xin Tong 0001, Derek Nowrouzezahrai |
ACM Trans. Graph. | 2 |
| 2014 | T-ReX: Interactive Global Illumination of Massive Models on Heterogeneous Computing ResourcesabstractWe propose several interactive global illumination techniques for a diverse set of massive models. We integrate these techniques within a progressive rendering framework that aims to achieve both a high rendering throughput and an interactive responsiveness. To achieve a high rendering throughput, we utilize heterogeneous computing resources consisting of CPU and GPU. To reduce expensive data transmission costs between CPU and GPU, we propose to use separate, decoupled data representations dedicated for each CPU and GPU. Our representations consist of geometric and volumetric parts, provide different levels of resolutions, and support progressive global illumination for massive models. We also propose a novel, augmented volumetric representation that provides additional geometric resolutions within our volumetric representation. In addition, we employ tile-based rendering and propose a tile ordering technique considering visual perception. We have tested our approach with a diverse set of large-scale models including CAD, scanned, simulation models that consist of more than 300 million triangles. By using our methods, we are able to achieve ray processing performances of 3 M~20 M rays per second, while limiting response time to users within 15~67 ms. We also allow dynamic modifications of light, and interactive setting of materials, while efficiently supporting novel view rendering. Tae-Joon Kim, Xin Sun 0014, Sung-Eui Yoon |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2013 | Interactive Depth-of-Field Rendering with Secondary Rays
Guofu Xie, Xin Sun 0014, Wencheng Wang 0001 |
J. Comput. Sci. Technol. | 2 |
| 2013 | Line segment sampling with blue-noise propertiesabstractLine segment sampling has recently been adopted in many rendering algorithms for better handling of a wide range of effects such as motion blur, defocus blur and scattering media. A question naturally raised is how to generate line segment samples with good properties that can effectively reduce variance and aliasing artifacts observed in the rendering results. This paper studies this problem and presents a frequency analysis of line segment sampling. The analysis shows that the frequency content of a line segment sample is equivalent to the weighted frequency content of a point sample. The weight introduces anisotropy that smoothly changes among point samples, line segment samples and line samples according to the lengths of the samples. Line segment sampling thus makes it possible to achieve a balance between noise (point sampling) and aliasing (line sampling) under the same sampling rate. Based on the analysis, we propose a line segment sampling scheme to preserve blue-noise properties of samples which can significantly reduce noise and aliasing artifacts in reconstruction results. We demonstrate that our sampling scheme improves the quality of depth-of-field rendering, motion blur rendering, and temporal light field reconstruction. Xin Sun 0014, Kun Zhou 0001, Jie Guo 0001, Guofu Xie, Jingui Pan, Baining Guo |
ACM Trans. Graph. | 1 |
| 2013 | TransCut: Interactive Rendering of Translucent CutoutsabstractWe present TransCut, a technique for interactive rendering of translucent objects undergoing fracturing and cutting operations. As the object is fractured or cut open, the user can directly examine and intuitively understand the complex translucent interior, as well as edit material properties through painting on cross sections and recombining the broken pieces—all with immediate and realistic visual feedback. This new mode of interaction with translucent volumes is made possible with two technical contributions. The first is a novel solver for the diffusion equation (DE) over a tetrahedral mesh that produces high-quality results comparable to the state-of-art finite element method (FEM) of Arbree et al. but at substantially higher speeds. This accuracy and efficiency is obtained by computing the discrete divergences of the diffusion equation and constructing the DE matrix using analytic formulas derived for linear finite elements. The second contribution is a multiresolution algorithm to significantly accelerate our DE solver while adapting to the frequent changes in topological structure of dynamic objects. The entire multiresolution DE solver is highly parallel and easily implemented on the GPU. We believe TransCut provides a novel visual effect for heterogeneous translucent objects undergoing fracturing and cutting operations. Dongping Li, Xin Sun 0014, Zhong Ren 0001, Stephen Lin 0001, Yiying Tong, Baining Guo, Kun Zhou 0001 |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2012 | Diffusion curve textures for resolution independent texture mappingabstractWe introduce a vector representation called diffusion curve textures for mapping diffusion curve images (DCI) onto arbitrary surfaces. In contrast to the original implicit representation of DCIs [Orzan et al. 2008], where determining a single texture value requires iterative computation of the entire DCI via the Poisson equation, diffusion curve textures provide an explicit representation from which the texture value at any point can be solved directly, while preserving the compactness and resolution independence of diffusion curves. This is achieved through a formulation of the DCI diffusion process in terms of Green's functions. This formulation furthermore allows the texture value of any rectangular region (e.g. pixel area) to be solved in closed form, which facilitates anti-aliasing. We develop a GPU algorithm that renders anti-aliased diffusion curve textures in real time, and demonstrate the effectiveness of this method through high quality renderings with detailed control curves and color variations. Xin Sun 0014, Guofu Xie, Yue Dong 0001, Stephen Lin 0001, Weiwei Xu 0003, Xin Tong 0001, Baining Guo |
ACM Trans. Graph. | 1 |
| 2011 | Memory-Scalable GPU Spatial Hierarchy ConstructionabstractRecent GPU algorithms for constructing spatial hierarchies have achieved promising performance for moderately complex models by using the breadth-first search (BFS) construction order. While being able to exploit the massive parallelism on the GPU, the BFS order also consumes excessive GPU memory, which becomes a serious issue for interactive applications involving very complex models with more than a few million triangles. In this paper, we propose to use the partial breadth-first search (PBFS) construction order to control memory consumption while maximizing performance. We apply the PBFS order to two hierarchy construction algorithms. The first algorithm is for kd-trees that automatically balances between the level of parallelism and intermediate memory usage. With PBFS, peak memory consumption during construction can be efficiently controlled without costly CPU-GPU data transfer. We also develop memory allocation strategies to effectively limit memory fragmentation. The resulting algorithm scales well with GPU memory and constructs kd-trees of models with millions of triangles at interactive rates on GPUs with 1 GB memory. Compared with existing algorithms, our algorithm is an order of magnitude more scalable for a given GPU memory bound. The second algorithm is for out-of-core bounding volume hierarchy (BVH) construction for very large scenes based on the PBFS construction order. At each iteration, all constructed nodes are dumped to the CPU memory, and the GPU memory is freed for the next iteration's use. In this way, the algorithm is able to build trees that are too large to be stored in the GPU memory. Experiments show that our algorithm can construct BVHs for scenes with up to 20 M triangles, several times larger than previous GPU algorithms. Qiming Hou, Xin Sun 0014, Kun Zhou 0001, Christian Lauterbach, Dinesh Manocha |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2011 | Radiance Transfer Biclustering for Real-Time All-Frequency Biscale RenderingabstractWe present a real-time algorithm to render all-frequency radiance transfer at both macroscale and mesoscale. At a mesoscale, the shading is computed on a per-pixel basis by integrating the product of the local incident radiance and a bidirectional texture function. While at a macroscale, the precomputed transfer matrix, which transfers the global incident radiance to the local incident radiance at each vertex, is losslessly compressed by a novel biclustering technique. The biclustering is directly applied on the radiance transfer represented in a pixel basis, on which the BTF is naturally defined. It exploits the coherence in the transfer matrix and a property of matrix element values to reduce both storage and runtime computation cost. Our new algorithm renders at real-time frame rates realistic materials and shadows under all-frequency direct environment lighting. Comparisons show that our algorithm is able to generate images that compare favorably with reference ray tracing results, and has obvious advantages over alternative methods in storage and preprocessing time. Xin Sun 0014, Qiming Hou, Zhong Ren 0001, Kun Zhou 0001, Baining Guo |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2010 | Line space gathering for single scattering in large scenesabstractWe present an efficient technique to render single scattering in large scenes with reflective and refractive objects and homogeneous participating media. Efficiency is obtained by evaluating the final radiance along a viewing ray directly from the lighting rays passing near to it, and by rapidly identifying such lighting rays in the scene. To facilitate the search for nearby lighting rays, we convert lighting rays and viewing rays into 6D points and planes according to their Plücker coordinates and coefficients, respectively. In this 6D line space, the problem of closest lines search becomes one of closest points to a plane query, which we significantly accelerate using a spatial hierarchy of the 6D points. This approach to lighting ray gathering supports complex light paths with multiple reflections and refractions, and avoids the use of a volume representation, which is expensive for large-scale scenes. This method also utilizes far fewer lighting rays than the number of photons needed in traditional volumetric photon mapping, and does not discretize viewing rays into numerous steps for ray marching. With this approach, results similar to volumetric photon mapping are obtained efficiently in terms of both storage and computation. Xin Sun 0014, Kun Zhou 0001, Stephen Lin 0001, Baining Guo |
ACM Trans. Graph. | 1 |
| 2009 | RenderAnts: interactive Reyes rendering on GPUsabstractWe present RenderAnts, the first system that enables interactive Reyes rendering on GPUs. Taking RenderMan scenes and shaders as input, our system first compiles RenderMan shaders to GPU shaders. Then all stages of the basic Reyes pipeline, including bounding/splitting, dicing, shading, sampling, compositing and filtering, are executed on GPUs using carefully designed data-parallel algorithms. Advanced effects such as shadows, motion blur and depth-of-field can also be rendered. In order to avoid exhausting GPU memory, we introduce a novel dynamic scheduling algorithm to bound the memory consumption during rendering. The algorithm automatically adjusts the amount of data being processed in parallel at each stage so that all data can be maintained in the available GPU memory. This allows our system to maximize the parallelism in all individual stages of the pipeline and achieve superior performance. We also propose a multi-GPU scheduling technique based on work stealing so that the system can support scalable rendering on multiple GPUs. The scheduler is designed to minimize inter-GPU communication and balance workloads among GPUs. We demonstrate the potential of RenderAnts using several complex RenderMan scenes and an open source movie entitled Elephants Dream. Compared to Pixar's PRMan, our system can generate images of comparably high quality, but is over one order of magnitude faster. For moderately complex scenes, the system allows the user to change the viewpoint, lights and materials while producing photorealistic results at interactive speed. Kun Zhou 0001, Qiming Hou, Zhong Ren 0001, Minmin Gong, Xin Sun 0014, Baining Guo |
ACM Trans. Graph. | 5 |
| 2008 | Interactive relighting of dynamic refractive objectsabstractWe present a new technique for interactive relighting of dynamic refractive objects with complex material properties. We describe our technique in terms of a rendering pipeline in which each stage runs entirely on the GPU. The rendering pipeline converts surfaces to volumetric data, traces the curved paths of photons as they refract through the volume, and renders arbitrary views of the resulting radiance distribution. Our rendering pipeline is fast enough to permit interactive updates to lighting, materials, geometry, and viewing parameters without any precomputation. Applications of our technique include the visualization of caustics, absorption, and scattering while running physical simulations or while manipulating surfaces in real time. Xin Sun 0014, Kun Zhou 0001, Eric J. Stollnitz, Jiaoying Shi, Baining Guo |
ACM Trans. Graph. | 1 |
| 2007 | Interactive relighting with dynamic BRDFsabstractWe present a technique for interactive relighting in which source radiance, viewing direction, and BRDFs can all be changed on the fly. In handling dynamic BRDFs, our method efficiently accounts for the effects of BRDF modification on the reflectance and incident radiance at a surface point. For reflectance, we develop a BRDF tensor representation that can be factorized into adjustable terms for lighting, viewing, and BRDF parameters. For incident radiance, there exists a non-linear relationship between indirect lighting and BRDFs in a scene, which makes linear light transport frameworks such as PRT unsuitable. To overcome this problem, we introduceprecomputed transfer tensors(PTTs) which decompose indirect lighting into precomputable components that are each a function of BRDFs in the scene, and can be rapidly combined at run time to correctly determine incident radiance. We additionally describe a method for efficient handling of high-frequency specular reflections by separating them from the BRDF tensor representation and processing them using precomputed visibility information. With relighting based on PTTs, interactive performance with indirect lighting is demonstrated in applications to BRDF animation and material tuning. Xin Sun 0014, Kun Zhou 0001, Yanyun Chen, Stephen Lin 0001, Jiaoying Shi, Baining Guo |
ACM Trans. Graph. | 1 |