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Thomson TG

dblp:365/4379 · DBLP profile ↗
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3ranked-venue papers
2as first author
3since 2021 · last 2026
0000-0001-8995-2865ORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-author · 2 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021

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.

Computer graphics and multimedia
1 paper
Rendering · 87% Visual content generation and editing · 13%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
inverse rendering
1.012026
Materialist: Physically Based Editing Using Single-Image Inverse Rendering · Int. J. Comput. Vis. 2026
Rendering › inverse rendering
single-image inverse rendering
1.012026
Materialist: Physically Based Editing Using Single-Image Inverse Rendering · Int. J. Comput. Vis. 2026
Visual content generation and editing
material editing
0.312026
Materialist: Physically Based Editing Using Single-Image Inverse Rendering · Int. J. Comput. Vis. 2026

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

physically-based rendering · 1.0neural network · 1.0differentiable rendering · 1.0
YearPublicationVenuePosition
2026 Materialist: Physically Based Editing Using Single-Image Inverse Rendering
abstract
Abstract Achieving physically consistent image editing remains a significant challenge in computer vision. Existing image editing methods typically rely on neural networks, which struggle to accurately handle shadows and refractions. Conversely, physics-based inverse rendering often requires multi-view optimization, limiting its practicality in single-image scenarios. In this paper, we propose Materialist , a neural-initialized physically based rendering pipeline for single-image inverse rendering. Unlike previous hybrid methods that use physics to guide neural generation, our method leverages neural networks to predict initial material properties, which are then rigorously optimized via progressive differentiable rendering. Our approach enables a range of applications, including material editing, object insertion, and relighting, while also introducing an effective method for editing material transparency via ray-traced refraction without requiring full scene geometry. Furthermore, our envmap estimation method also achieves competitive performance, further enhancing the accuracy of image editing task. Experiments demonstrate strong performance across synthetic and real-world datasets, excelling even on challenging out-of-domain images.
Lezhong Wang, Duc Minh Tran, Ruiqi Cui, Thomson TG, Anders Bjorholm Dahl, Siavash Arjomand Bigdeli, Jeppe Revall Frisvad, Manmohan Krishna Chandraker
Int. J. Comput. Vis.4
2024 NeuPreSS: Compact Neural Precomputed Subsurface Scattering for Distant Lighting of Heterogeneous Translucent Objects
abstract
Abstract Monte Carlo rendering of translucent objects with heterogeneous scattering properties is often expensive both in terms of memory and computation. If the scattering properties are described by a 3D texture, memory consumption is high. If we do path tracing and use a high dynamic range lighting environment, the computational cost of the rendering can easily become significant. We propose a compact and efficient neural method for representing and rendering the appearance of heterogeneous translucent objects. Instead of assuming only surface variation of optical properties, our method represents the appearance of a full object taking its geometry and volumetric heterogeneities into account. This is similar to a neural radiance field, but our representation works for an arbitrary distant lighting environment. In a sense, we present a version of neural precomputed radiance transfer that captures relighting of heterogeneous translucent objects. We use a multi‐layer perceptron (MLP) with skip connections to represent the appearance of an object as a function of spatial position, direction of observation, and direction of incidence. The latter is considered a directional light incident across the entire non‐self‐shadowed part of the object. We demonstrate the ability of our method to compactly store highly complex materials while having high accuracy when comparing to reference images of the represented object in unseen lighting environments. As compared with path tracing of a heterogeneous light scattering volume behind a refractive interface, our method more easily enables importance sampling of the directions of incidence and can be integrated into existing rendering frameworks while achieving interactive frame rates.
Thomson TG, Jeppe Revall Frisvad, Ravi Ramamoorthi, Henrik Wann Jensen
Comput. Graph. Forum1
2024 Neural SSS: Lightweight Object Appearance Representation
abstract
Abstract We present a method for capturing the BSSRDF (bidirectional scattering‐surface reflectance distribution function) of arbitrary geometry with a neural network. We demonstrate how a compact neural network can represent the full 8‐dimensional light transport within an object including heterogeneous scattering. We develop an efficient rendering method using importance sampling that is able to render complex translucent objects under arbitrary lighting. Our method can also leverage the common planar half‐space assumption, which allows it to represent one BSSRDF model that can be used across a variety of geometries. Our results demonstrate that we can render heterogeneous translucent objects under arbitrary lighting and obtain results that match the reference rendered using volumetric path tracing.
Thomson TG, Duc Minh Tran, Henrik Wann Jensen, Ravi Ramamoorthi, Jeppe Revall Frisvad
Comput. Graph. Forum1