Sai Praveen Bangaru

dblp:190/7564 · DBLP profile ↗
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11ranked-venue papers
4as first author
9since 2021 · last 2026
0000-0001-6302-9327ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 10 · 4 first-author · 8 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 2 since 2021Software engineering, systems software and programming languages · 1 · 1 since 2021
YearPublicationVenuePosition
2026 RCGP: Resource Contracts for Graphics Programming
abstract
Computer graphics applications are sophisticated heterogeneous programs that orchestrate numerous components, including shaders, pipelines, resource descriptors, and command streams. In modern graphics workflows, communication between these components is mediated by resources such as shader I/O, storage buffers, and resource bindings. To make this communication correct, developers must uphold resource contracts. These contracts cover agreements on type, layout, binding locations, synchronization requirements, and related properties. In standard practice, these contracts are satisfied implicitly through conventions. As a result, contract breaches are often detected too late, at runtime by validation layers, or worse, as visual artifacts in rendered output. In this work, we present RCGP 1 , a system that mechanistically enforces resource contracts between components of a graphics program. RCGP formalizes contracts , which are centralized through single-source-of-truth resource declarations, as statically introspectable units that can be verified. We map objects from distinct program components to modules that import and export contracts. Modules are then composed into larger components via combinators , which check compatibility between the corresponding contracts and compute the residual contracts for the result. Finally, RCGP upholds these contracts through a set of witnesses , which encode the necessary promises. Using a prototype implementation in C++ and Vulkan, we demonstrate that this formulation converts common classes of late failures, such as descriptor-type mismatches, layout drift, and missing synchronization barriers, into early, actionable compile-time diagnostics.
Venkataram Sivaram, Sai Praveen Bangaru, Ravi Ramamoorthi, Tzu-Mao Li, Jonathan Ragan-Kelley, Frédo Durand
ACM Trans. Graph.2
2025 Unbiased Differential Visibility Using Fixed-Step Walk-on-Spherical-Caps And Closest Silhouettes
abstract
Computing derivatives of path integrals under evolving scene geometry is a fundamental problem in physics-based differentiable rendering, which requires differentiating discontinuities in the visibility function. Warped-area reparameterization is a powerful technique to compute differential visibility, and key is construction of a velocity field that is continuous in the domain interior and agrees with defined velocities on boundaries. Robustly and efficiently constructing such fields remains challenging. We present a novel velocity field construction for differential visibility. Inspired by recent Monte Carlo solvers for partial differential equations (PDEs), we formulate the velocity field via Laplace's equation and solve it with a walk-on-spheres (WoS) algorithm. To improve efficiency, we introduce a fixed-step WoS that terminates random walks after a fixed step count, resulting in a continuous but non-harmonic velocity field still valid for warped-area reparameterization. Furthermore, to practically apply our method to complex 3D scenes, we propose an efficient cone query to find the closest silhouettes on a boundary. Our cone query finds the closest point under the geodesic distance on a unit sphere, and is analogous to the closest point query by WoS to compute Euclidean distance. As a result, our method generalizes WoS to perform random walks on spherical caps over the unit sphere. We demonstrate that this enables a more robust and efficient unbiased estimator for differential visibility.
Nathan Morrical, Sai Praveen Bangaru, Rohan Sawhney, Chris Wyman, Ravi Ramamoorthi, Aaron E. Lefohn
ACM Trans. Graph.3
2024 Markov-Chain Monte Carlo Sampling of Visibility Boundaries for Differentiable Rendering
abstract
SA Conference Papers ’24, December 03–06, 2024, Tokyo, Japan
Peiyu Xu, Sai Praveen Bangaru, Tzu-Mao Li
SIGGRAPH Asia2
2024 Distributions for Compositionally Differentiating Parametric Discontinuities
abstract
Computations in physical simulation, computer graphics, and probabilistic inference often require the differentiation of discontinuous processes due to contact, occlusion, and changes at a point in time. Popular differentiable programming languages, such as PyTorch and JAX, ignore discontinuities during differentiation. This is incorrect for parametric discontinuities —conditionals containing at least one real-valued parameter and at least one variable of integration. We introduce Potto, the first differentiable first-order programming language to soundly differentiate parametric discontinuities. We present a denotational semantics for programs and program derivatives and show the two accord. We describe the implementation of Potto, which enables separate compilation of programs. Our prototype implementation overcomes previous compile-time bottlenecks achieving an 88.1x and 441.2x speed up in compile time and a 2.5x and 7.9x speed up in runtime, respectively, on two increasingly large image stylization benchmarks. We showcase Potto by implementing a prototype differentiable renderer with separately compiled shaders.
Jesse Michel, Kevin Mu, Xuanda Yang, Sai Praveen Bangaru, Elias Rojas Collins, Gilbert Louis Bernstein, Jonathan Ragan-Kelley, Michael Carbin, Tzu-Mao Li
Proc. ACM Program. Lang.4
2024 Importance Sampling BRDF Derivatives
abstract
We propose a set of techniques to efficiently importance sample the derivatives of a wide range of Bidirectional Reflectance Distribution Function (BRDF) models. In differentiable rendering, BRDFs are replaced by their differential BRDF counterparts, which are real-valued and can have negative values. This leads to a new source of variance arising from their change in sign. Real-valued functions cannot be perfectly importance sampled by a positive-valued PDF, and the direct application of BRDF sampling leads to high variance. Previous attempts at antithetic sampling only addressed the derivative with the roughness parameter of isotropic microfacet BRDFs. Our work generalizes BRDF derivative sampling to anisotropic microfacet models, mixture BRDFs, Oren-Nayar, Hanrahan-Krueger, among other analytic BRDFs. Our method first decomposes the real-valued differential BRDF into a sum of single-signed functions, eliminating variance from a change in sign. Next, we importance sample each of the resulting single-signed functions separately. The first decomposition, positivization, partitions the real-valued function based on its sign, and is effective at variance reduction when applicable. However, it requires analytic knowledge of the roots of the differential BRDF, and for it to be analytically integrable too. Our key insight is that the single-signed functions can have overlapping support, which significantly broadens the ways we can decompose a real-valued function. Our product and mixture decompositions exploit this property, and they allow us to support several BRDF derivatives that positivization could not handle. For a wide variety of BRDF derivatives, our method significantly reduces the variance (up to 58× in some cases) at equal computation cost and enables better recovery of spatially varying textures through gradient-descent-based inverse rendering.
Yash Belhe, Sai Praveen Bangaru, Ravi Ramamoorthi, Tzu-Mao Li
ACM Trans. Graph.3
2023 SLANG.D: Fast, Modular and Differentiable Shader Programming
abstract
We introduce SLANG.D, an extension to the Slang shading language that incorporates first-class automatic differentiation support. The new shading language allows us to transform a Direct3D-based path tracer to be fully differentiable with minor modifications to existing code. SLANG.D enables a shared ecosystem between machine learning frameworks and pre-existing graphics hardware API-based rendering systems, promoting the interchange of components and ideas across these two domains. Our contributions include a differentiable type system designed to ensure type safety and semantic clarity in codebases that blend differentiable and non-differentiable code, language primitives that automatically generate both forward and reverse gradient propagation methods, and a compiler architecture that generates efficient derivative propagation shader code for graphics pipelines. Our compiler supports differentiating code that involves arbitrary control-flow, dynamic dispatch, generics and higher-order differentiation, while providing developers flexible control of checkpointing and gradient aggregation strategies for best performance. Our system allows us to differentiate an existing real-time path tracer, Falcor, with minimal change to its shader code. We show that the compiler-generated derivative kernels perform as efficiently as handwritten ones. In several benchmarks, the SLANG.D code achieves significant speedup when compared to prior automatic differentiation systems.
Sai Praveen Bangaru, Tzu-Mao Li, Jacob Munkberg, Gilbert Louis Bernstein, Jonathan Ragan-Kelley, Frédo Durand, Aaron E. Lefohn
ACM Trans. Graph.1
2023 Warped-Area Reparameterization of Differential Path Integrals
abstract
Physics-based differentiable rendering is becoming increasingly crucial for tasks in inverse rendering and machine learning pipelines. To address discontinuities caused by geometric boundaries and occlusion, two classes of methods have been proposed: 1) the edge-sampling methods that directly sample light paths at the scene discontinuity boundaries, which require nontrivial data structures and precomputation to select the edges, and 2) the reparameterization methods that avoid discontinuity sampling but are currently limited to hemispherical integrals and unidirectional path tracing. We introduce a new mathematical formulation that enjoys the benefits of both classes of methods. Unlike previous reparameterization work that focused on hemispherical integral, we derive the reparameterization in the path space. As a result, to estimate derivatives using our formulation, we can apply advanced Monte Carlo rendering methods, such as bidirectional path tracing, while avoiding explicit sampling of discontinuity boundaries. We show differentiable rendering and inverse rendering results to demonstrate the effectiveness of our method.
Peiyu Xu, Sai Praveen Bangaru, Tzu-Mao Li
ACM Trans. Graph.2
2022 Differentiable Rendering of Neural SDFs through Reparameterization
abstract
We present a method to automatically compute correct gradients with respect to geometric scene parameters in neural SDF renderers. Recent physically-based differentiable rendering techniques for meshes have used edge-sampling to handle discontinuities, particularly at object silhouettes, but SDFs do not have a simple parametric form amenable to sampling. Instead, our approach builds on area-sampling techniques and develops a continuous warping function for SDFs to account for these discontinuities. Our method leverages the distance to surface encoded in an SDF and uses quadrature on sphere tracer points to compute this warping function. We further show that this can be done by subsampling the points to make the method tractable for neural SDFs. Our differentiable renderer can be used to optimize neural shapes from multi-view images and produces comparable 3D reconstructions to recent SDF-based inverse rendering methods, without the need for 2D segmentation masks to guide the geometry optimization and no volumetric approximations to the geometry.
Sai Praveen Bangaru, Michaël Gharbi, Fujun Luan, Tzu-Mao Li, Kalyan Sunkavalli, Milos Hasan, Sai Bi, Zexiang Xu, Gilbert Louis Bernstein, Frédo Durand
SIGGRAPH Asia1
2021 Systematically differentiating parametric discontinuities
abstract
Emerging research in computer graphics, inverse problems, and machine learning requires us to differentiate and optimize parametric discontinuities. These discontinuities appear in object boundaries, occlusion, contact, and sudden change over time. In many domains, such as rendering and physics simulation, we differentiate the parameters of models that are expressed as integrals over discontinuous functions. Ignoring the discontinuities during differentiation often has a significant impact on the optimization process. Previous approaches either apply specialized hand-derived solutions, smooth out the discontinuities, or rely on incorrect automatic differentiation. We propose a systematic approach to differentiating integrals with discontinuous integrands, by developing a new differentiable programming language. We introduce integration as a language primitive and account for the Dirac delta contribution from differentiating parametric discontinuities in the integrand. We formally define the language semantics and prove the correctness and closure under the differentiation, allowing the generation of gradients and higher-order derivatives. We also build a system, Teg, implementing these semantics. Our approach is widely applicable to a variety of tasks, including image stylization, fitting shader parameters, trajectory optimization, and optimizing physical designs.
Sai Praveen Bangaru, Jesse Michel, Kevin Mu, Gilbert Louis Bernstein, Tzu-Mao Li, Jonathan Ragan-Kelley
ACM Trans. Graph.1
2020 Towards Reflectometry from Interreflections
abstract
Reflectometry is the task for acquiring the bidirectional reflectance distribution function (BRDFs) of real-world materials. The typical reflectometry pipeline in computer vision, computer graphics, and computational imaging involves capturing images of a convex shape under multiple illumination and imaging conditions; due to the convexity of the shape, which implies that all paths from the light source to the camera perform a single reflection, the intensities in these images can subsequently be analytically mapped to BRDF values. We deviate from this pipeline by investigating the utility of higher-order light transport effects, such as the interreflections arising when illuminating and imaging a concave object, for reflectometry. We show that interreflections provide a rich set of contraints on the unknown BRDF, significantly exceeding those available in equivalent measurements of convex shapes. We develop a differentiable rendering pipeline to solve an inverse rendering problem that uses these constraints to produce high-fidelity BRDF estimates from even a single input image. Finally, we take first steps towards designing new concave shapes that maximize the amount of information about the unknown BRDF available in image measurements. We perform extensive simulations to validate the utility of this reflectometry from interreflections approach.
Kfir Shem-Tov, Sai Praveen Bangaru, Anat Levin, Ioannis Gkioulekas
ICCP2
2020 Unbiased warped-area sampling for differentiable rendering
abstract
Differentiable rendering computes derivatives of the light transport equation with respect to arbitrary 3D scene parameters, and enables various applications in inverse rendering and machine learning. We present an unbiased and efficient differentiable rendering algorithm that does not require explicit boundary sampling. We apply the divergence theorem to the derivative of the rendering integral to convert the boundary integral into an area integral. We rewrite the converted area integral to a form that is suitable for Monte Carlo rendering. We then develop an efficient Monte Carlo sampling algorithm for solving the area integral. Our method can be easily plugged into a traditional path tracer and does not require dedicated data structures for sampling boundaries. We analyze the convergence properties through bias-variance metrics, and demonstrate our estimator's advantages over existing methods for some synthetic inverse rendering examples.
Sai Praveen Bangaru, Tzu-Mao Li, Frédo Durand
ACM Trans. Graph.1