VLDB 2026 Research / reviewers in the wild / expert
Yue Dong 0001
dblp:84/486-1
· DBLP profile ↗
37ranked-venue papers
7as first author
6since 2021 · last 2026
0000-0003-0362-337XORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 35 · 7 first-author · 5 since 2021Artificial intelligence and machine learning · 7 · 2 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | SQuadGen: Generating Simple Quad Layouts via Chart Distance Fieldsabstract3D shapes from scanning, reconstruction, or AI-generated content often lack simple quad mesh layouts—critical for efficient editing and modeling. Existing quad-remeshing techniques typically produce complex layouts with irregular loops, leading to tedious manual cleanup and extensive algorithm tuning. We introduce SQUADGEN, a diffusion-based generative framework that leverages Chart Distance Fields (CDF) to synthesize simple quad layouts on 3D shapes. Our approach addresses two key challenges: (1) the discrete nature of mesh connectivity, which hinders learning, and (2) the scarcity of large-scale datasets with simple quad meshes. To overcome the first, we propose CDF, a continuous surface-based representation enabling effective learning and synthesis of quad layouts. To address the second, we define loop-aware simplicity metrics and construct a large-scale dataset of high-quality quad layouts recovered from public 3D repositories through a robust quad-recovery pipeline. Extensive evaluations across diverse 3D inputs show that SQUADGEN consistently outperforms existing methods, producing robust, artist-friendly simple quad layouts. Youkang Kong, Yang Liu 0014, Yue Dong 0001, Xin Tong 0001, Harry Shum |
ACM Trans. Graph. | 3 |
| 2025 | MoGe-2: Accurate Monocular Geometry with Metric Scale and Sharp DetailsabstractWe propose MoGe-2, an advanced open-domain geometry estimation model that recovers a metric-scale 3D point map of a scene from a single image. Our method builds upon the recent monocular geometry estimation approach, MoGe, which predicts affine-invariant point maps with unknown scales. We explore effective strategies to extend MoGe for metric geometry prediction without compromising the relative geometry accuracy provided by the affine-invariant point representation. Additionally, we discover that noise and errors in real data diminish fine-grained detail in the predicted geometry. We address this by developing a data refinement approach that filters and completes real data using sharp synthetic labels, significantly enhancing the granularity of the reconstructed geometry while maintaining the overall accuracy. We train our model on a large corpus of mixed datasets and conducted comprehensive evaluations, demonstrating its superior performance in achieving accurate relative geometry, precise metric scale, and fine-grained detail recovery -- capabilities that no previous methods have simultaneously achieved. Ruicheng Wang, Sicheng Xu, Yue Dong 0001, Yu Deng 0006, Jianfeng Xiang, Zelong Lv, Guangzhong Sun, Xin Tong 0001, Jiaolong Yang |
NeurIPS | 3 |
| 2024 | Neural Path Sampling for Rendering Pure Specular Light TransportabstractAbstract Multi‐bounce, pure specular light paths produce complex lighting effects, such as caustics and sparkle highlights, which are challenging to render due to their sparse and diverse nature. We introduce a learning‐based method for the efficient rendering of pure specular light transport. The key idea is training a neural network to model the distribution of all specular light paths between pairs of endpoints for one specular object. To achieve this, for each object, our method models the distribution of sparse and diverse specular light paths between two endpoints using smooth 2D maps of ray directions from one endpoint and represents these maps with a 2D convolutional network. We design a training scheme to efficiently sample specular light paths from the scene and train the network. Once trained, our method predicts specular light paths for a given pair of endpoints using the network and employs root‐finding‐based algorithms for rendering the specular light transport. Experimental results demonstrate that our method generates high‐quality results, supports dynamic lighting and moving objects within the scene, and significantly enhances the rendering speed of existing techniques. Yue Dong 0001, Youkang Kong, Xin Tong 0001 |
Comput. Graph. Forum | 2 |
| 2022 | Classifier Guided Temporal Supersampling for Real-time RenderingabstractAbstract We present a learning based temporal supersampling algorithm for real‐time rendering. Different from existing learning‐based approaches that adopt an end‐to‐end training of a ‘black‐box’ neural network, we design a ‘white‐box’ solution that first classifies the pixels into different categories and then generates the supersampling result based on classification. Our key observation is that the core problem in temporal supersampling for rendering is to distinguish the pixels that consist of occlusion, aliasing, or shading changes. Samples from these pixels exhibit similar temporal radiance change but require different composition strategies to produce the correct supersampling result. Based on this observation, our method first classifies the pixels into several classes. Based on the classification results, our method then blends the current frame with the warped last frame via a learned weight map to get the supersampling results. We design compact neural networks for each step and develop dedicated loss functions for pixels belonging to different classes. Compared to existing learning based methods, our classifier‐based supersampling scheme takes less computational and memory cost for real‐time supersampling and generates visually compelling temporal supersampling results with fewer flickering artifacts. We evaluate the performance and generality of our method on several rendered game sequences and our method can upsample the rendered frames from 1080P to 2160P in just 13.39ms on a single Nvidia 3090GPU. Yuxiao Guo 0001, Yue Dong 0001, Xin Tong 0001 |
Comput. Graph. Forum | 3 |
| 2021 | Learning Texture Generators for 3D Shape Collections from Internet Photo Sets
Yue Dong 0001, Pieter Peers, Xin Tong 0001 |
BMVC | 2 |
| 2021 | Deep Reflectance Scanning: Recovering Spatially-varying Material Appearance from a Flash-lit Video SequenceabstractAbstract In this paper we present a novel method for recovering high‐resolution spatially‐varying isotropic surface reflectance of a planar exemplar from a flash‐lit close‐up video sequence captured with a regular hand‐held mobile phone. We do not require careful calibration of the camera and lighting parameters, but instead compute a per‐pixel flow map using a deep neural network to align the input video frames. For each video frame, we also extract the reflectance parameters, and warp the neural reflectance features directly using the per‐pixel flow, and subsequently pool the warped features. Our method facilitates convenient hand‐held acquisition of spatially‐varying surface reflectance with commodity hardware by non‐expert users. Furthermore, our method enables aggregation of reflectance features from surface points visible in only a subset of the captured video frames, enabling the creation of high‐resolution reflectance maps that exceed the native camera resolution. We demonstrate and validate our method on a variety of synthetic and real‐world spatially‐varying materials. Yue Dong 0001, Pieter Peers, Baining Guo |
Comput. Graph. Forum | 2 |
| 2020 | Deep Inverse Rendering for Practical Object Appearance Scan with Uncalibrated Illumination
Jianzhao Zhang, Yue Dong 0001, Bob Zhang 0001, Enhua Wu |
CGI | 3 |
| 2020 | TextureFusion: High-Quality Texture Acquisition for Real-Time RGB-D ScanningabstractReal-time RGB-D scanning technique has become widely used to progressively scan objects with a hand-held sensor. Existing online methods restore color information per voxel, and thus their quality is often limited by the tradeoff between spatial resolution and time performance. Also, such methods often suffer from blurred artifacts in the captured texture. Traditional offline texture mapping methods with non-rigid warping assume that the reconstructed geometry and all input views are obtained in advance, and the optimization takes a long time to compute mesh parameterization and warp parameters, which prevents them from being used in real-time applications. In this work, we propose a progressive texture-fusion method specially designed for real-time RGB-D scanning. To this end, we first devise a novel texture-tile voxel grid, where texture tiles are embedded in the voxel grid of the signed distance function, allowing for high-resolution texture mapping on the low-resolution geometry volume. Instead of using expensive mesh parameterization, we associate vertices of implicit geometry directly with texture coordinates. Second, we introduce real-time texture warping that applies a spatially-varying perspective mapping to input images so that texture warping efficiently mitigates the mismatch between the intermediate geometry and the current input view. It allows us to enhance the quality of texture over time while updating the geometry in real-time. The results demonstrate that the quality of our real-time texture mapping is highly competitive to that of exhaustive offline texture warping methods. Our method is also capable of being integrated into existing RGB-D scanning frameworks. Joo Ho Lee 0003, Hyunho Ha, Yue Dong 0001, Xin Tong 0001, Min H. Kim 0001 |
CVPR | 3 |
| 2020 | Object-Based Illumination Estimation with Rendering-Aware Neural Networks
Yue Dong 0001, Stephen Lin 0001, Xin Tong 0001 |
ECCV (15) | 3 |
| 2020 | Deferred neural lighting: free-viewpoint relighting from unstructured photographsabstractWe present deferred neural lighting, a novel method for free-viewpoint relighting from unstructured photographs of a scene captured with handheld devices. Our method leverages a scene-dependent neural rendering network for relighting a rough geometric proxy with learnable neural textures. Key to making the rendering network lighting aware are radiance cues: global illumination renderings of a rough proxy geometry of the scene for a small set of basis materials and lit by the target lighting. As such, the light transport through the scene is never explicitely modeled, but resolved at rendering time by a neural rendering network. We demonstrate that the neural textures and neural renderer can be trained end-to-end from unstructured photographs captured with a double hand-held camera setup that concurrently captures the scene while being lit by only one of the cameras' flash lights. In addition, we propose a novel augmentation refinement strategy that exploits the linearity of light transport to extend the relighting capabilities of the neural rendering network to support other lighting types (e.g., environment lighting) beyond the lighting used during acquisition (i.e., flash lighting). We demonstrate our deferred neural lighting solution on a variety of real-world and synthetic scenes exhibiting a wide range of material properties, light transport effects, and geometrical complexity. Duan Gao, Yue Dong 0001, Pieter Peers, Kun Xu 0003, Xin Tong 0001 |
ACM Trans. Graph. | 3 |
| 2019 | Capturing Piecewise SVBRDFs with Content Aware Lighting
Xiao Li 0030, Peiran Ren, Yue Dong 0001, Gang Hua 0001, Xin Tong 0001, Baining Guo |
CGI | 3 |
| 2019 | Synthesizing 3D Shapes From Silhouette Image Collections Using Multi-Projection Generative Adversarial NetworksabstractWe present a new weakly supervised learning-based method for generating novel category-specific 3D shapes from unoccluded image collections. Our method is weakly supervised and only requires silhouette annotations from unoccluded, category-specific objects. Our method does not require access to the object’s 3D shape, multiple observations per object from different views, intra-image pixel correspondences, or any view annotations. Key to our method is a novel multi-projection generative adversarial network (MP-GAN) that trains a 3D shape generator to be consistent with multiple 2D projections of the 3D shapes, and without direct access to these 3D shapes. This is achieved through multiple discriminators that encode the distribution of 2D projections of the 3D shapes seen from a different views. Additionally, to determine the view information for each silhouette image, we also train a view prediction network on visualizations of 3D shapes synthesized by the generator. We iteratively alternate between training the generator and training the view prediction network. We validate our multi-projection GAN on both synthetic and real image datasets. Furthermore, we also show that multi-projection GANs can aid in learning other high-dimensional distributions from lower dimensional training datasets, such as material-class specific spatially varying reflectance properties from images. Xiao Li 0030, Yue Dong 0001, Pieter Peers, Xin Tong 0001 |
CVPR | 2 |
| 2019 | Interactive Curation of Datasets for Training and Refining Generative ModelsabstractAbstract We present a novel interactive learning‐based method for curating datasets using user‐defined criteria for training and refining Generative Adversarial Networks. We employ a novel batch‐mode active learning strategy to progressively select small batches of candidate exemplars for which the user is asked to indicate whether they match the, possibly subjective, selection criteria. After each batch, a classifier that models the user's intent is refined and subsequently used to select the next batch of candidates. After the selection process ends, the final classifier, trained with limited but adaptively selected training data, is used to sift through the large collection of input exemplars to extract a sufficiently large subset for training or refining the generative model that matches the user's selection criteria. A key distinguishing feature of our system is that we do not assume that the user can always make a firm binary decision (i.e., “meets” or “does not meet” the selection criteria) for each candidate exemplar, and we allow the user to label an exemplar as “undecided”. We rely on a non‐binary query‐by‐committee strategy to distinguish between the user's uncertainty and the trained classifier's uncertainty, and develop a novel disagreement distance metric to encourage a diverse candidate set. In addition, a number of optimization strategies are employed to achieve an interactive experience. We demonstrate our interactive curation system on several applications related to training or refining generative models: training a Generative Adversarial Network that meets a user‐defined criteria, adjusting the output distribution of an existing generative model, and removing unwanted samples from a generative model. Yue Dong 0001, Pieter Peers |
Comput. Graph. Forum | 2 |
| 2019 | Deep inverse rendering for high-resolution SVBRDF estimation from an arbitrary number of imagesabstractIn this paper we present a unified deep inverse rendering framework for estimating the spatially-varying appearance properties of a planar exemplar from an arbitrary number of input photographs, ranging from just a single photograph to many photographs. The precision of the estimated appearance scales from plausible when the input photographs fails to capture all the reflectance information, to accurate for large input sets. A key distinguishing feature of our framework is that it directly optimizes for the appearance parameters in a latent embedded space of spatially-varying appearance, such that no handcrafted heuristics are needed to regularize the optimization. This latent embedding is learned through a fully convolutional auto-encoder that has been designed to regularize the optimization. Our framework not only supports an arbitrary number of input photographs, but also at high resolution. We demonstrate and evaluate our deep inverse rendering solution on a wide variety of publicly available datasets. Duan Gao, Xiao Li 0030, Yue Dong 0001, Pieter Peers, Kun Xu 0003, Xin Tong 0001 |
ACM Trans. Graph. | 3 |
| 2019 | Deep appearance modeling: A surveyabstractAppearance modeling is an essential task in computer graphics for capturing and reproducing rich appearance of real world materials under different lighting and viewing conditions. With recent advances of deep learning techniques, a set of deep learning based approaches have been proposed for improving the efficiency and result quality of appearance modeling. In this paper, we provide a survey of these deep appearance modeling techniques from both graphics and machine learning perspectives, and discuss the challenges and opportunities along this direction. Yue Dong 0001 |
Vis. Informatics | 1 |
| 2018 | Single Image Surface Appearance Modeling with Self-augmented CNNs and Inexact SupervisionabstractAbstract This paper presents a deep learning based method for estimating the spatially varying surface reflectance properties from a single image of a planar surface under unknown natural lighting trained using only photographs of exemplar materials without referencing any artist generated or densely measured spatially varying surface reflectance training data. Our method is based on an empirical study of Li et al.'s [ LDPT17 ] self‐augmentation training strategy that shows that the main role of the initial approximative network is to provide guidance on the inherent ambiguities in single image appearance estimation. Furthermore, our study indicates that this initial network can be inexact (i.e., trained from other data sources) as long as it resolves the inherent ambiguities. We show that the single image estimation network trained without manually labeled data outperforms prior work in terms of accuracy as well as generality. Xiao Li 0030, Yue Dong 0001, Pieter Peers, Xin Tong 0001 |
Comput. Graph. Forum | 3 |
| 2017 | Learning Non-Lambertian Object Intrinsics Across ShapeNet CategoriesabstractWe focus on the non-Lambertian object-level intrinsic problem of recovering diffuse albedo, shading, and specular highlights from a single image of an object. Based on existing 3D models in the ShapeNet database, a large-scale object intrinsics database is rendered with HDR environment maps. Millions of synthetic images of objects and their corresponding albedo, shading, and specular ground-truth images are used to train an encoder-decoder CNN, which can decompose an image into the product of albedo and shading components along with an additive specular component. Our CNN delivers accurate and sharp results in this classical inverse problem of computer vision. Evaluated on our realistically synthetic dataset, our method consistently outperforms the state-of-the-art by a large margin. We train and test our CNN across different object categories. Perhaps surprising especially from the CNN classification perspective, our intrinsics CNN generalizes very well across categories. Our analysis shows that feature learning at the encoder stage is more crucial for developing a universal representation across categories. We apply our model to real images and videos from Internet, and observe robust and realistic intrinsics results. Quality non-Lambertian intrinsics could open up many interesting applications such as realistic product search based on material properties and image-based albedo/specular editing. Yue Dong 0001, Stella X. Yu |
CVPR | 2 |
| 2017 | Modeling surface appearance from a single photograph using self-augmented convolutional neural networksabstractWe present a convolutional neural network (CNN) based solution for modeling physically plausible spatially varying surface reflectance functions (SVBRDF) from a single photograph of a planar material sample under unknown natural illumination. Gathering a sufficiently large set of labeled training pairs consisting of photographs of SVBRDF samples and corresponding reflectance parameters, is a difficult and arduous process. To reduce the amount of required labeled training data, we propose to leverage the appearance information embedded in unlabeled images of spatially varying materials to self-augment the training process. Starting from an initial approximative network obtained from a small set of labeled training pairs, we estimate provisional model parameters for each unlabeled training exemplar. Given this provisional reflectance estimate, we then synthesize a novel temporarylabeledtraining pair by rendering the exact corresponding image under a new lighting condition. After refining the network using these additional training samples, we re-estimate the provisional model parameters for the unlabeled data and repeat the self-augmentation process until convergence. We demonstrate the efficacy of the proposed network structure on spatially varying wood, metals, and plastics, as well as thoroughly validate the effectiveness of the self-augmentation training process. Xiao Li 0030, Yue Dong 0001, Pieter Peers, Xin Tong 0001 |
ACM Trans. Graph. | 2 |
| 2017 | DeepToF: off-the-shelf real-time correction of multipath interference in time-of-flight imagingabstractTime-of-flight (ToF) imaging has become a widespread technique for depth estimation, allowing affordable off-the-shelf cameras to provide depth maps in real time. However, multipath interference (MPI) resulting from indirect illumination significantly degrades the captured depth. Most previous works have tried to solve this problem by means of complex hardware modifications or costly computations. In this work, we avoid these approaches and propose a new technique to correct errors in depth caused by MPI, which requires no camera modifications and takes just 10 milliseconds per frame. Our observations about the nature of MPI suggest that most of its information is available in image space; this allows us to formulate the depth imaging process as a spatially-varying convolution and use a convolutional neural network to correct MPI errors. Since the input and output data present similar structure, we base our network on an autoencoder, which we train in two stages. First, we use the encoder (convolution filters) to learn a suitable basis to represent MPI-corrupted depth images; then, we train the decoder (deconvolution filters) to correct depth from synthetic scenes, generated by using a physically-based, time-resolved renderer. This approach allows us to tackle a key problem in ToF, the lack of ground-truth data, by using a large-scale captured training set with MPI-corrupted depth to train the encoder, and a smaller synthetic training set with ground truth depth to train the decoder stage of the network. We demonstrate and validate our method on both synthetic and real complex scenarios, using an off-the-shelf ToF camera, and with only the captured, incorrect depth as input. Julio Marco, Quercus Hernandez, Adolfo Muñoz 0001, Yue Dong 0001, Adrián Jarabo, Min H. Kim 0001, Xin Tong 0001, Diego Gutierrez |
ACM Trans. Graph. | 4 |
| 2016 | Subspace Clustering with a Twist
David P. Wipf, Yue Dong 0001, Bo Xin |
UAI | 2 |
| 2016 | Recovering shape and spatially-varying surface reflectance under unknown illuminationabstractWe present a novel integrated approach for estimating both spatially-varying surface reflectance and detailed geometry from a video of a rotating object under unknown static illumination. Key to our method is the decoupling of the recovery of normal and surface reflectance from the estimation of surface geometry. We define an apparent normal field with corresponding reflectance for each point (including those not on the object's surface) that best explain the observations. We observe that the object's surface goes through points where the apparent normal field and corresponding reflectance exhibit a high degree of consistency with the observations. However, estimating the apparent normal field requires knowledge of the unknown incident lighting. We therefore formulate the recovery of shape, surface reflectance, and incident lighting, as an iterative process that alternates between estimating shape and lighting, and simultaneously recovers surface reflectance at each step. To recover the shape, we first form an initial surface that passes through locations with consistent apparent temporal traces, followed by a refinement that maximizes the consistency of the surface normals with the underlying apparent normal field. To recover the lighting, we rely on appearance-from-motion using the recovered geometry from the previous step. We demonstrate our integrated framework on a variety of synthetic and real test cases exhibiting a wide variety of materials and shape. Yue Dong 0001, Pieter Peers, Xin Tong 0001 |
ACM Trans. Graph. | 2 |
| 2016 | Sparse-as-possible SVBRDF acquisitionabstractWe present a novel method for capturing real-world, spatially-varying surface reflectance from a small number of object views ( k ). Our key observation is that a specific target's reflectance can be represented by a small number of custom basis materials ( N ) convexly blended by an even smaller number of non-zero weights at each point ( n ). Based on this sparse basis/sparser blend model, we develop an SVBRDF reconstruction algorithm that jointly solves for n , N , the basis BRDFs, and their spatial blend weights with an alternating iterative optimization, each step of which solves a linearly-constrained quadratic programming problem. We develop a numerical tool that lets us estimate the number of views required and analyze the effect of lighting and geometry on reconstruction quality. We validate our method with images rendered from synthetic BRDFs, and demonstrate convincing results on real objects of pre-scanned shape and lit by uncontrolled natural illumination, from very few or even a single input image. Zhiming Zhou 0001, Yue Dong 0001, David P. Wipf, Yong Yu 0001, John M. Snyder, Xin Tong 0001 |
ACM Trans. Graph. | 3 |
| 2015 | Efficient intrinsic image decomposition for RGBD imagesabstractIntrinsic image decomposition is a longstanding problem in computer vision. In this paper, we present a novel approach for efficiently decomposing an RGBD image into its reflectance and shading components. A robust super-pixel segmentation method is employed to select piece-wise constant reflectance regions and reduce the total number of unknowns. With the use of depth information, low frequency environment light can be represented by spherical harmonics and solved with super-pixels. After that, pixels that do not belong to any super-pixel are solved based on the super-pixels' shading. Compared to existing works, which often depend on the color Retinex assumption, our algorithm does not require any chromaticity-based constraints and enables us to solve many challenging cases such as color lighting environments and gray-scale textures. We also design an efficient solver for our system, and with our GPU implementation, it achieves 10-23 fps and boosts the decomposition process to real-time performance, enabling a wide range of applications such as dynamic object recoloring, re-texturing and virtual object composition. Yue Dong 0001, Xin Tong 0001, Yanyun Chen |
VRST | 2 |
| 2015 | Measurement-based editing of diffuse albedo with consistent interreflectionsabstractWe present a novel measurement-based method for editing the albedo of diffuse surfaces with consistent interreflections in a photograph of a scene under natural lighting. Key to our method is a novel technique for decomposing a photograph of a scene in several images that encode how much of the observed radiance has interacted a specified number of times with the target diffuse surface. Altering the albedo of the target area is then simply a weighted sum of the decomposed components. We estimate the interaction components by recursively applying the light transport operator and formulate the resulting radiance in each recursion as a linear expression in terms of the relevant interaction components. Our method only requires a camera-projector pair, and the number of required measurements per scene is linearly proportional to the decomposition degree for a single target area. Our method does not impose restrictions on the lighting or on the material properties in the unaltered part of the scene. Furthermore, we extend our method to accommodate editing of the albedo in multiple target areas with consistent interreflections and we introduce a prediction model for reducing the acquisition cost. We demonstrate our method on a variety of scenes and validate the accuracy on both synthetic and real examples. Bo Dong 0004, Yue Dong 0001, Xin Tong 0001, Pieter Peers |
ACM Trans. Graph. | 2 |
| 2015 | Image based relighting using neural networksabstractWe present a neural network regression method for relighting realworld scenes from a small number of images. The relighting in this work is formulated as the product of the scene's light transport matrix and new lighting vectors, with the light transport matrix reconstructed from the input images. Based on the observation that there should exist non-linear local coherence in the light transport matrix, our method approximates matrix segments using neural networks that model light transport as a non-linear function of light source position and pixel coordinates. Central to this approach is a proposed neural network design which incorporates various elements that facilitate modeling of light transport from a small image set. In contrast to most image based relighting techniques, this regression-based approach allows input images to be captured under arbitrary illumination conditions, including light sources moved freely by hand. We validate our method with light transport data of real scenes containing complex lighting effects, and demonstrate that fewer input images are required in comparison to related techniques. Peiran Ren, Yue Dong 0001, Stephen Lin 0001, Xin Tong 0001, Baining Guo |
ACM Trans. Graph. | 2 |
| 2014 | Reflectance scanning: estimating shading frame and BRDF with generalized linear light sourcesabstractWe present a generalized linear light source solution to estimate both the local shading frame and anisotropic surface reflectance of a planar spatially varying material sample. We generalize linear light source reflectometry by modulating the intensity along the linear light source, and show that a constant and two sinusoidal lighting patterns are sufficient for estimating the local shading frame and anisotropic surface reflectance. We propose a novel reconstruction algorithm based on the key observation that after factoring out the tangent rotation, the anisotropic surface reflectance lies in a low rank subspace. We exploit the differences in tangent rotation between surface points to infer the low rank subspace and fit each surface point's reflectance function in the projected low rank subspace to the observations. We propose two prototype acquisition devices for capturing surface reflectance that differ on whether the camera is fixed with respect to the linear light source or fixed with respect to the material sample. We demonstrate convincing results obtained from reflectance scans of surfaces with different reflectance and shading frame variations. Yue Dong 0001, Pieter Peers, Jiawan Zhang, Xin Tong 0001 |
ACM Trans. Graph. | 2 |
| 2014 | Appearance-from-motion: recovering spatially varying surface reflectance under unknown lightingabstractWe present "appearance-from-motion", a novel method for recovering the spatially varying isotropic surface reflectance from a video of a rotating subject, with known geometry, under unknown natural illumination. We formulate the appearance recovery as an iterative process that alternates between estimating surface reflectance and estimating incident lighting. We characterize the surface reflectance by a data-driven microfacet model, and recover the microfacet normal distribution for each surface point separately from temporal changes in the observed radiance. To regularize the recovery of the incident lighting, we rely on the observation that natural lighting is sparse in the gradient domain. Furthermore, we exploit the sparsity of strong edges in the incident lighting to improve the robustness of the surface reflectance estimation. We demonstrate robust recovery of spatially varying isotropic reflectance from captured video as well as an internet video sequence for a wide variety of materials and natural lighting conditions. Yue Dong 0001, Pieter Peers, Jiawan Zhang, Xin Tong 0001 |
ACM Trans. Graph. | 1 |
| 2013 | Bi-scale appearance fabricationabstractSurfaces in the real world exhibit complex appearance due to spatial variations in both their reflectance and local shading frames (i.e. the local coordinate system defined by the normal and tangent direction). For opaque surfaces, existing fabrication solutions can reproduce well only the spatial variations of isotropic reflectance. In this paper, we present a system for fabricating surfaces with desired spatially-varying reflectance, including anisotropic ones, and local shading frames. We approximate each input reflectance, rotated by its local frame, as a small patch of oriented facets coated with isotropic glossy inks. By assigning different ink combinations to facets with different orientations, this bi-scale material can reproduce a wider variety of reflectance than the printer gamut, including anisotropic materials. By orienting the facets appropriately, we control the local shading frame. We propose an algorithm to automatically determine the optimal facets orientations and ink combinations that best approximate a given input appearance, while obeying manufacturing constraints on both geometry and ink gamut. We fabricate the resulting surface with commercially available hardware, a 3D printer to fabricate the facets and a flatbed UV printer to coat them with inks. We validate our method by fabricating a variety of isotropic and anisotropic materials with rich variations in normals and tangents. Yanxiang Lan, Yue Dong 0001, Fabio Pellacini, Xin Tong 0001 |
ACM Trans. Graph. | 2 |
| 2012 | Printing spatially-varying reflectance for reproducing HDR imagesabstractWe present a solution for viewing high dynamic range (HDR) images with spatially-varying distributions of glossy materials printed on reflective media. Our method exploits appearance variations of the glossy materials in the angular domain to display the input HDR image at different exposures. As viewers change the print orientation or lighting directions, the print gradually varies its appearance to display the image content from the darkest to the brightest levels. Our solution is based on a commercially available printing system and is fully automatic. Given the input HDR image and the BRDFs of a set of available inks, our method computes the optimal exposures of the HDR image for all viewing conditions and the optimal ink combinations for all pixels by minimizing the difference of their appearances under all viewing conditions. We demonstrate the effectiveness of our method with print samples generated from different inputs and visualized under different viewing and lighting conditions. Yue Dong 0001, Xin Tong 0001, Fabio Pellacini, Baining Guo |
ACM Trans. Graph. | 1 |
| 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. | 3 |
| 2011 | AppGen: interactive material modeling from a single imageabstractWe present AppGen , an interactive system for modeling materials from a single image. Given a texture image of a nearly planar surface lit with directional lighting, our system models the detailed spatially-varying reflectance properties (diffuse, specular and roughness) and surface normal variations with minimal user interaction. We ask users to indicate global shading and reflectance information by roughly marking the image with a few user strokes, while our system assigns reflectance properties and normals to each pixel. We first interactively decompose the input image into the product of a diffuse albedo map and a shading map. A two-scale normal reconstruction algorithm is then introduced to recover the normal variations from the shading map and preserve the geometric features at different scales. We finally assign the specular parameters to each pixel guided by user strokes and the diffuse albedo. Our system generates convincing results within minutes of interaction and works well for a variety of material types that exhibit different reflectance and normal variations, including natural surfaces and man-made ones. Yue Dong 0001, Xin Tong 0001, Fabio Pellacini, Baining Guo |
ACM Trans. Graph. | 1 |
| 2010 | Condenser-Based Instant ReflectometryabstractAbstract We present a technique for rapid capture of high quality bidirectional reflection distribution functions(BRDFs) of surface points. Our method represents the BRDF at each point by a generalized microfacet model with tabulated normal distribution function (NDF) and assumes that the BRDF is symmetrical. A compact and light‐weight reflectometry apparatus is developed for capturing reflectance data from each surface point within one second. The device consists of a pair of condenser lenses, a video camera, and six LED light sources. During capture, the reflected rays from a surface point lit by a LED lighting are refracted by a condenser lenses and efficiently collected by the camera CCD. Taking advantage of BRDF symmetry, our reflectometry apparatus provides an efficient optical design to improve the measurement quality. We also propose a model fitting algorithm for reconstructing the generalized microfacet model from the sparse BRDF slices captured from a material surface point. Our new algorithm addresses the measurement errors and generates more accurate results than previous work. Our technique provides a practical and efficient solution for BRDF acquisition, especially for materials with anisotropic reflectance. We test the accuracy of our approach by comparing our results with ground truth. We demonstrate the efficiency of our reflectometry by measuring materials with different degrees of specularity, values of Fresnel factor, and angular variation. Yanxiang Lan, Yue Dong 0001, Jiaping Wang, Xin Tong 0001, Baining Guo |
Comput. Graph. Forum | 2 |
| 2010 | Fabricating spatially-varying subsurface scatteringabstractMany real world surfaces exhibit translucent appearance due to subsurface scattering. Although various methods exists to measure, edit and render subsurface scattering effects, no solution exists for manufacturing physical objects with desired translucent appearance. In this paper, we present a complete solution for fabricating a material volume with a desired surface BSSRDF. We stack layers from a fixed set of manufacturing materials whose thickness is varied spatially to reproduce the heterogeneity of the input BSSRDF. Given an input BSSRDF and the optical properties of the manufacturing materials, our system efficiently determines the optimal order and thickness of the layers. We demonstrate our approach by printing a variety of homogenous and heterogenous BSSRDFs using two hardware setups: a milling machine and a 3D printer. Yue Dong 0001, Jiaping Wang, Fabio Pellacini, Xin Tong 0001, Baining Guo |
ACM Trans. Graph. | 1 |
| 2010 | Manifold bootstrapping for SVBRDF captureabstractManifold bootstrapping is a new method for data-driven modeling of real-world, spatially-varying reflectance, based on the idea that reflectance over a given material sample forms a low-dimensional manifold. It provides a high-resolution result in both the spatial and angular domains by decomposing reflectance measurement into two lower-dimensional phases. The first acquires representatives of high angular dimension but sampled sparsely over the surface, while the second acquires keys of low angular dimension but sampled densely over the surface. We develop a hand-held, high-speed BRDF capturing device for phase one measurements. A condenser-based optical setup collects a dense hemisphere of rays emanating from a single point on the target sample as it is manually scanned over it, yielding 10 BRDF point measurements per second. Lighting directions from 6 LEDs are applied at each measurement; these are amplified to a full 4D BRDF using the general (NDF-tabulated) microfacet model. The second phase captures N =20-200 images of the entire sample from a fixed view and lit by a varying area source. We show that the resulting N -dimensional keys capture much of the distance information in the original BRDF space, so that they effectively discriminate among representatives, though they lack sufficient angular detail to reconstruct the SVBRDF by themselves. At each surface position, a local linear combination of a small number of neighboring representatives is computed to match each key, yielding a high-resolution SVBRDF. A quick capture session (10-20 minutes) on simple devices yields results showing sharp and anisotropic specularity and rich spatial detail. Yue Dong 0001, Jiaping Wang, Xin Tong 0001, John M. Snyder, Yanxiang Lan, Moshe Ben-Ezra, Baining Guo |
ACM Trans. Graph. | 1 |
| 2009 | Kernel Nyström method for light transportabstractWe propose a kernel Nyström method for reconstructing the light transport matrix from a relatively small number of acquired images. Our work is based on the generalized Nyström method for low rank matrices. We introduce the light transport kernel and incorporate it into the Nyström method to exploit the nonlinear coherence of the light transport matrix. We also develop an adaptive scheme for efficiently capturing the sparsely sampled images from the scene. Our experiments indicate that the kernel Nyström method can achieve good reconstruction of the light transport matrix with a few hundred images and produce high quality relighting results. The kernel Nyström method is effective for modeling scenes with complex lighting effects and occlusions which have been challenging for existing techniques. Jiaping Wang, Yue Dong 0001, Xin Tong 0001, Zhouchen Lin, Baining Guo |
ACM Trans. Graph. | 2 |
| 2008 | Lazy Solid Texture SynthesisabstractAbstract Existing solid texture synthesis algorithms generate a full volume of color content from a set of 2D example images. We introduce a new algorithm with the unique ability to restrict synthesis to a subset of the voxels, while enforcing spatial determinism. This is especially useful when texturing objects, since only a thick layer around the surface needs to be synthesized. A major difficulty lies in reducing the dependency chain of neighborhood matching, so that each voxel only depends on a small number of other voxels. Our key idea is to synthesize a volume from a set of pre‐computed 3D candidates, each being a triple of interleaved 2D neighborhoods. We present an efficient algorithm to carefully select in a pre‐process only those candidates forming consistent triples. This significantly reduces the search space during subsequent synthesis. The result is a new parallel, spatially deterministic solid texture synthesis algorithm which runs efficiently on the GPU. Our approach generates high resolution solid textures on surfaces within seconds. Memory usage and synthesis time only depend on the output textured surface area. The GPU implementation of our method rapidly synthesizes new textures for the surfaces appearing when interactively breaking or cutting objects. Yue Dong 0001, Sylvain Lefebvre 0001, Xin Tong 0001, George Drettakis |
Comput. Graph. Forum | 1 |
| 2008 | Modeling and rendering of heterogeneous translucent materials using the diffusion equationabstractIn this article, we propose techniques for modeling and rendering of heterogeneous translucent materials that enable acquisition from measured samples, interactive editing of material attributes, and real-time rendering. The materials are assumed to be optically dense such that multiple scattering can be approximated by a diffusion process described by the diffusion equation. For modeling heterogeneous materials, we present the inverse diffusion algorithm for acquiring material properties from appearance measurements. This modeling algorithm incorporates a regularizer to handle the ill-conditioning of the inverse problem, an adjoint method to dramatically reduce the computational cost, and a hierarchical GPU implementation for further speedup. To render an object with known material properties, we present the polygrid diffusion algorithm , which solves the diffusion equation with a boundary condition defined by the given illumination environment. This rendering technique is based on representation of an object by a polygrid, a grid with regular connectivity and an irregular shape, which facilitates solution of the diffusion equation in arbitrary volumes. Because of the regular connectivity, our rendering algorithm can be implemented on the GPU for real-time performance. We demonstrate our techniques by capturing materials from physical samples and performing real-time rendering and editing with these materials. Jiaping Wang, Xin Tong 0001, Stephen Lin 0001, Zhouchen Lin, Yue Dong 0001, Baining Guo, Harry Shum |
ACM Trans. Graph. | 6 |