Pramook Khungurn

dblp:22/1621 · DBLP profile ↗
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10ranked-venue papers
5as first author
5since 2021 · last 2026
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 7 · 4 first-author · 3 since 2021Artificial intelligence and machine learning · 4 · 4 since 2021Theory of computation · 1 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
3 papers
Generative modeling · 86% Robot manipulation · 11% 3D vision · 3%
Computer graphics and multimedia
6 papers
Rendering · 43% Image and video processing · 30% Computational photography and imaging · 27%

Topics — the 22 heaviest of 22, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Generative modeling
diffusion model
2.432025
LUSD: Localized Update Score Distillation for Text-Guided Image Editing · ICCV 2025
Diffusion Sampling with Momentum for Mitigating Divergence Artifacts · ICLR 2024
DiffusionLight: Light Probes for Free by Painting a Chrome Ball · CVPR 2024
Computational photography and imaging
illumination estimation
1.822026
DiffusionLight-Turbo: Accelerated Light Probes for Free via Single-Pass Chrome Ball Inpainting · IEEE Trans. Pattern Anal. Mach. Intell. 2026
DiffusionLight: Light Probes for Free by Painting a Chrome Ball · CVPR 2024
Image and video processing › image restoration › image inpainting
diffusion-based inpainting
1.012026
DiffusionLight-Turbo: Accelerated Light Probes for Free via Single-Pass Chrome Ball Inpainting · IEEE Trans. Pattern Anal. Mach. Intell. 2026
Image and video processing › image restoration
image inpainting
1.012026
DiffusionLight-Turbo: Accelerated Light Probes for Free via Single-Pass Chrome Ball Inpainting · IEEE Trans. Pattern Anal. Mach. Intell. 2026
Robotics › Robot manipulation › assembly
object insertion
0.912025
LUSD: Localized Update Score Distillation for Text-Guided Image Editing · ICCV 2025
Machine learning › Generative modeling › diffusion model
score distillation sampling
0.912025
LUSD: Localized Update Score Distillation for Text-Guided Image Editing · ICCV 2025
Machine learning › Generative modeling › diffusion model › image editing
text-guided image editing
0.912025
LUSD: Localized Update Score Distillation for Text-Guided Image Editing · ICCV 2025
Machine learning › Generative modeling › diffusion model › image editing
diffusion-based image editing
0.812024
DiffusionLight: Light Probes for Free by Painting a Chrome Ball · CVPR 2024
Machine learning › Generative modeling › diffusion model › diffusion sampling
diffusion ODE solvers
0.812024
Diffusion Sampling with Momentum for Mitigating Divergence Artifacts · ICLR 2024
Machine learning › Generative modeling › diffusion model
diffusion sampling
0.812024
Diffusion Sampling with Momentum for Mitigating Divergence Artifacts · ICLR 2024
Rendering › global illumination
image-based lighting
0.812024
DiffusionLight: Light Probes for Free by Painting a Chrome Ball · CVPR 2024
Rendering › appearance modeling
scattering models
0.522017
Azimuthal Scattering from Elliptical Hair Fibers · ACM Trans. Graph. 2017
Matching Real Fabrics with Micro-Appearance Models · ACM Trans. Graph. 2015
Rendering
global illumination
0.422017
Fast rendering of fabric micro-appearance models under directional and spherical gaussian lights · ACM Trans. Graph. 2017
Bidirectional lightcuts · ACM Trans. Graph. 2012
Rendering
appearance modeling
0.322017
Matching Real Fabrics with Micro-Appearance Models · ACM Trans. Graph. 2015
Azimuthal Scattering from Elliptical Hair Fibers · ACM Trans. Graph. 2017
Rendering › reflectance modeling
fiber scattering
0.312017
Azimuthal Scattering from Elliptical Hair Fibers · ACM Trans. Graph. 2017
Rendering › light transport
precomputed light transport
0.312017
Fast rendering of fabric micro-appearance models under directional and spherical gaussian lights · ACM Trans. Graph. 2017
Machine learning › Generative modeling › diffusion model
text-to-image generation
0.312025
LUSD: Localized Update Score Distillation for Text-Guided Image Editing · ICCV 2025
Computer vision › 3D vision
inverse rendering
0.212024
DiffusionLight: Light Probes for Free by Painting a Chrome Ball · CVPR 2024
Rendering
GPU rendering
0.112017
Fast rendering of fabric micro-appearance models under directional and spherical gaussian lights · ACM Trans. Graph. 2017
Rendering
real-time rendering
0.112017
Fast rendering of fabric micro-appearance models under directional and spherical gaussian lights · ACM Trans. Graph. 2017
Rendering
subsurface scattering
0.012012
Bidirectional lightcuts · ACM Trans. Graph. 2012
Rendering
volume rendering
0.012012
Bidirectional lightcuts · ACM Trans. Graph. 2012

Methods — techniques the papers use, named apart from their topics

diffusion model · 2.5LoRA fine-tuning · 2.5exposure bracketing · 1.5chrome ball inpainting · 1.0score distillation · 0.9gradient filtering-normalization · 0.9attention-based spatial regularization · 0.9higher-order numerical method · 0.8heavy-ball momentum · 0.8ODE/SDE solver · 0.8spherical harmonics · 0.3scattering measurement · 0.3precomputed transfer functions · 0.3path tracing · 0.3microsurface scattering theory · 0.3differentiable rendering · 0.2
YearPublicationVenuePosition
2026 DiffusionLight-Turbo: Accelerated Light Probes for Free via Single-Pass Chrome Ball Inpainting
abstract
We introduce a simple yet effective technique for estimating lighting from a single low-dynamic-range (LDR) image by reframing the task as a chrome ball inpainting problem. This approach leverages a pre-trained diffusion model, Stable Diffusion XL, to overcome the generalization failures of existing methods that rely on limited HDR panorama datasets. While conceptually simple, the task remains challenging because diffusion models often insert incorrect or inconsistent content and cannot readily generate chrome balls in HDR format. Our analysis reveals that the inpainting process is highly sensitive to the initial noise in the diffusion process, occasionally resulting in unrealistic outputs. To address this, we first introduce DiffusionLight (Phongthawee et al. 2024), which uses iterative inpainting to compute a median chrome ball from multiple outputs to serve as a stable, low-frequency lighting prior that guides the generation of a high-quality final result. To generate high-dynamic-range (HDR) light probes, an Exposure LoRA is fine-tuned to create LDR images at multiple exposure values, which are then merged. While effective, DiffusionLight is time-intensive, requiring approximately 30 minutes per estimation. To reduce this overhead, we introduce DiffusionLight-Turbo, which reduces the runtime to about 30 seconds with minimal quality loss. This 60x speedup is achieved by training a Turbo LoRA to directly predict the averaged chrome balls from the iterative process. Inference is further streamlined into a single denoising pass using a LoRA swapping technique. Experimental results that show our method produces convincing light estimates across diverse settings and demonstrates superior generalization to in-the-wild scenarios.
Worameth Chinchuthakun, Pakkapon Phongthawee, Amit Raj, Varun Jampani, Pramook Khungurn, Supasorn Suwajanakorn
IEEE Trans. Pattern Anal. Mach. Intell.5
2025 LUSD: Localized Update Score Distillation for Text-Guided Image Editing
abstract
While diffusion models show promising results in image editing given a target prompt, achieving both prompt fidelity and background preservation remains difficult. Recent works have introduced score distillation techniques that leverage the rich generative prior of text-to-image diffusion models to solve this task without additional fine-tuning. However, these methods often struggle with tasks such as object insertion. Our investigation of these failures reveals significant variations in gradient magnitude and spatial distribution, making hyperparameter tuning highly input-specific or unsuccessful. To address this, we propose two simple yet effective modifications: attention-based spatial regularization and gradient filtering-normalization, both aimed at reducing these variations during gradient updates. Experimental results show our method outperforms state-of-the-art score distillation techniques in prompt fidelity, improving successful edits while preserving the background. Users also preferred our method over state-of-the-art techniques across three metrics, and by 58-64% overall.
Worameth Chinchuthakun, Tossaporn Saengja, Nontawat Tritrong, Pitchaporn Rewatbowornwong, Pramook Khungurn, Supasorn Suwajanakorn
ICCV5
2025 Talking Head Anime 4: Distillation for Real-Time Performance
abstract
We study the problem of creating a character model that can be controlled in real time from a single image of an anime character. A solution would greatly reduce the cost of creating avatars, computer games, and other interactive applications. Talking Head Anime 3 (THA3) is an open source project that attempts to directly address the problem [40]. It takes as input (1) an image of an anime character's upper body and (2) a 45-dimensional pose vector and outputs a new image of the same character taking the specified pose. The range of possible movements is expressive enough for personal avatars and certain types of game characters. THA3's main limitation is its speed. It can achieve interactive frame rates (~ 20 FPS) only if it is run on a very powerful GPU (Nvidia Titan RTX or better). Based on the insight that avatars and game characters do not need to change their appearance every so often, we propose a technique to distill the system into a small student neural network ( 2 MB) specific to a particular character. The student model can generate$512 \times 512$animation frames in real time (> 30 FPS) using consumer gaming GPUs while preserving the image quality of the teacher model. For the first time, our technique makes the whole system practical for real-time applications.
Pramook Khungurn
WACV1
2024 DiffusionLight: Light Probes for Free by Painting a Chrome Ball
abstract
We present a simple yet effective technique to estimate lighting in a single input image. Current techniques rely heavily on HDR panorama datasets to train neural networks to regress an input with limited field-of-view to a full environment map. However, these approaches often struggle with real-world, uncontrolled settings due to the limited diversity and size of their datasets. To address this problem, we leverage diffusion models trained on billions of standard images to render a chrome ball into the input image. Despite its simplicity, this task remains challenging: the diffusion models often insert incorrect or inconsistent objects and cannot readily generate chrome balls in HDR format. Our research uncovers a surprising relationship between the appearance of chrome balls and the initial diffusion noise map, which we utilize to consistently generate high-quality chrome balls. We further fine-tune an LDR diffusion model (Stable Diffusion XL) with LoRA, enabling it to perform exposure bracketing for HDR light estimation. Our method produces convincing light estimates across diverse settings and demonstrates superior generalization to in-the-wild scenarios.
Pakkapon Phongthawee, Worameth Chinchuthakun, Nontaphat Sinsunthithet, Varun Jampani, Amit Raj, Pramook Khungurn, Supasorn Suwajanakorn
CVPR6
2024 Diffusion Sampling with Momentum for Mitigating Divergence Artifacts
abstract
Despite the remarkable success of diffusion models in image generation, slow sampling remains a persistent issue. To accelerate the sampling process, prior studies have reformulated diffusion sampling as an ODE/SDE and introduced higher-order numerical methods. However, these methods often produce divergence artifacts, especially with a low number of sampling steps, which limits the achievable acceleration. In this paper, we investigate the potential causes of these artifacts and suggest that the small stability regions of these methods could be the principal cause. To address this issue, we propose two novel techniques. The first technique involves the incorporation of Heavy Ball (HB) momentum, a well-known technique for improving optimization, into existing diffusion numerical methods to expand their stability regions. We also prove that the resulting methods have first-order convergence. The second technique, called Generalized Heavy Ball (GHVB), constructs a new high-order method that offers a variable trade-off between accuracy and artifact suppression. Experimental results show that our techniques are highly effective in reducing artifacts and improving image quality, surpassing state-of-the-art diffusion solvers on both pixel-based and latent-based diffusion models for low-step sampling. Our research provides novel insights into the design of numerical methods for future diffusion work.
Suttisak Wisadwongsa, Worameth Chinchuthakun, Pramook Khungurn, Amit Raj, Supasorn Suwajanakorn
ICLR3
2017 Azimuthal Scattering from Elliptical Hair Fibers
abstract
The appearance of hair follows from the small-scale geometry of hair fibers, with the cross-sectional shape determining the azimuthal distribution of scattered light. Although previous research has described some of the effects of non-circular cross sections, no accurate scattering models for non-circular fibers exist. This article presents a scattering model for elliptical fibers, which predicts that even small deviations from circularity produce important changes in the scattering distribution and which disagrees with previous approximations for the effects of eccentricity. To confirm the model’s predictions, new scattering measurements of fibers from a wide range of hair types were made, using a new measurement device that provides a more complete and detailed picture of the light scattered by fibers than was previously possible. The measurements show features that conclusively match the model’s predictions, but they also contain an ideal-specular forward-scattering behavior that is not predicted and has not been fully described before. The results of this article indicate that an accurate and efficient method for computing scattering in elliptical cylinders—something not provided in this article—is the correct model to use for realistic hair in the future and that the new specular behavior should be included as well.
Pramook Khungurn, Steve Marschner
ACM Trans. Graph.1
2017 Fast rendering of fabric micro-appearance models under directional and spherical gaussian lights
abstract
Rendering fabrics using micro-appearance models---fiber-level microgeometry coupled with a fiber scattering model---can take hours per frame. We present a fast, precomputation-based algorithm for rendering both single and multiple scattering in fabrics with repeating structure illuminated by directional and spherical Gaussian lights. Precomputed light transport (PRT) is well established but challenging to apply directly to cloth. This paper shows how to decompose the problem and pick the right approximations to achieve very high accuracy, with significant performance gains over path tracing. We treat single and multiple scattering separately and approximate local multiple scattering using precomputed transfer functions represented in spherical harmonics. We handle shadowing between fibers with precomputed per-fiber-segment visibility functions, using two different representations to separately deal with low and high frequency spherical Gaussian lights. Our algorithm is designed for GPU performance and high visual quality. Compared to existing PRT methods, it is more accurate. In tens of seconds on a commodity GPU, it renders high-quality supersampled images that take path tracing tens of minutes on a compute cluster.
Pramook Khungurn, Rundong Wu, James Noeckel, Steve Marschner, Kavita Bala
ACM Trans. Graph.1
2015 Matching Real Fabrics with Micro-Appearance Models
abstract
Micro-appearance models explicitly model the interaction of light with microgeometry at the fiber scale to produce realistic appearance. To effectively match them to real fabrics, we introduce a new appearance matching framework to determine their parameters. Given a micro-appearance model and photographs of the fabric under many different lighting conditions, we optimize for parameters that best match the photographs using a method based on calculating derivatives during rendering. This highly applicable framework, we believe, is a useful research tool because it simplifies development and testing of new models. Using the framework, we systematically compare several types of micro-appearance models. We acquired computed microtomography (micro CT) scans of several fabrics, photographed the fabrics under many viewing/illumination conditions, and matched several appearance models to this data. We compare a new fiber-based light scattering model to the previously used microflake model. We also compare representing cloth microgeometry using volumes derived directly from the micro CT data to using explicit fibers reconstructed from the volumes. From our comparisons, we make the following conclusions: (1) given a fiber-based scattering model, volume- and fiber-based microgeometry representations are capable of very similar quality, and (2) using a fiber-specific scattering model is crucial to good results as it achieves considerably higher accuracy than prior work.
Pramook Khungurn, Daniel Schroeder, Kavita Bala, Steve Marschner
ACM Trans. Graph.1
2012 Bidirectional lightcuts
abstract
Scenes modeling the real-world combine a wide variety of phenomena including glossy materials, detailed heterogeneous anisotropic media, subsurface scattering, and complex illumination. Predictive rendering of such scenes is difficult; unbiased algorithms are typically too slow or too noisy. Virtual point light (VPL) based algorithms produce low noise results across a wide range of performance/accuracy tradeoffs, from interactive rendering to high quality offline rendering, but their bias means that locally important illumination features may be missing. We introduce a bidirectional formulation and a set of weighting strategies to significantly reduce the bias in VPL-based rendering algorithms. Our approach, bidirectional lightcuts , maintains the scalability and low noise global illumination advantages of prior VPL-based work, while significantly extending their generality to support a wider range of important materials and visual cues. We demonstrate scalable, efficient, and low noise rendering of scenes with highly complex materials including gloss, BSSRDFs, and anisotropic volumetric models.
Bruce Walter, Pramook Khungurn, Kavita Bala
ACM Trans. Graph.2
2007 Minimum converging precision of the QR-factorization algorithm for real polynomial GCD
abstract
Shirayanagi and Sweedler proved that a large class of algorithms over the reals can be modified slightly so that they also work correctly on fixed-precision floating-point numbers. Their main theorem states that, for each input, there exists a precision, called the minimum converging precision (MCP), at and beyond which the modified “stabilized ” algorithm follows the same sequence of instructions as that of the original “exact ” algorithm. Bounding the MCP of any non-trivial and useful algorithm has remained an open problem. This paper studies the MCP of an algorithm for finding the GCD of two univariate polynomials based on the QRfactorization. We show that the MCP is generally incomputable. Additionally, we derive a bound on the minimal precision at and beyond which the stabilized algorithm gives a polynomial with the same degree as that of the exact GCD, and another bound on the minimal precision at and beyond which the algorithm gives a polynomial with the same support as that of the exact GCD.
Pramook Khungurn, Hiroshi Sekigawa, Kiyoshi Shirayanagi
ISSAC1