EDBT 2026 Demo / reviewers in the wild / expert
Beibei Wang 0002
dblp:20/3346-2
· DBLP profile ↗
45ranked-venue papers
11as first author
29since 2021 · last 2026
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 44 · 11 first-author · 29 since 2021Human-computer interaction and ubiquitous computing · 7 · 7 since 2021Artificial intelligence and machine learning · 3 · 3 since 2021Applied, interdisciplinary, general and emerging computing · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | HiMat: DiT-based Ultra-High Resolution SVBRDF GenerationabstractAbstract Creating ultra‐high‐resolution spatially varying bidirectional reflectance functions (SVBRDFs) is critical for photorealistic 3D content creation, to faithfully represent fine‐scale surface details required for close‐up rendering. However, achieving 4K generation faces two key challenges: (1) the need to synthesize multiple reflectance maps at full resolution, which multiplies the pixel budget and imposes prohibitive memory and computational cost, and (2) the requirement to maintain strong pixellevel alignment across maps at 4K, which is particularly difficult when adapting pretrained models designed for the RGB image domain. We introduce HiMat, a diffusion‐based framework tailored for efficient and diverse 4K SVBRDF generation. To address the first challenge, HiMat generates in a high‐compression latent space via a DC‐AE and employs a pretrained diffusion transformer with linear attention to improve per‐map efficiency. To address the second challenge, we propose CrossStitch, a lightweight convolutional module that enforces cross‐map consistency without incurring the cost of global attention. Our experiments show that HiMat achieves high‐fidelity 4K SVBRDF generation with superior efficiency, structural consistency, and diversity compared to prior methods. Beyond materials, our framework also generalizes to related applications such as intrinsic decomposition. Zixiong Wang, Jian Yang 0003, Milos Hasan, Beibei Wang 0002 |
Comput. Graph. Forum | 5 |
| 2026 | GS-ROR2: Bidirectional-guided 3DGS and SDF for Reflective Object Relighting and Reconstructionabstract3D Gaussian Splatting (3DGS) has shown a powerful capability for novel view synthesis due to its detailed expressive ability and highly efficient rendering speed. Unfortunately, creating relightable 3D assets and reconstructing faithful geometry with 3DGS is still problematic, particularly for reflective objects, as its discontinuous representation raises difficulties in constraining geometries. In contrary, volumetric signed distance field (SDF) methods provide robust geometry reconstruction, while the expensive ray marching hinders its real-time application and slows the training. Besides, these methods struggle to capture sharp geometric details. To this end, we propose to guide 3DGS and SDF bidirectionally in a complementary manner, including an SDF-aided Gaussian splatting for efficient optimization of the relighting model and a GS-guided SDF enhancement for high-quality geometry reconstruction. At the core of our SDF-aided Gaussian splatting is the mutual supervision of the depth and normal between blended Gaussians and SDF, which avoids the expensive volume rendering of SDF. Thanks to this mutual supervision, the learned blended Gaussians are well-constrained with a minimal time cost. As the Gaussians are rendered in a deferred shading mode, the alpha-blended Gaussians are smooth, while individual Gaussians may still be outliers, yielding floater artifacts. Therefore, we introduce an SDF-aware pruning strategy to remove Gaussian outliers located distant from the surface defined by SDF, avoiding the floater issue. This way, our GS framework provides reasonable normal and achieves realistic relighting, while the mesh of truncated SDF (TSDF) fusion from depth is still problematic. Therefore, we design a GS-guided SDF refinement, which utilizes the blended normal from Gaussians to finetune SDF. Equipped with the efficient enhancement, our method can further provide high-quality meshes for reflective objects at the cost of 17% extra training time. Consequently, our method outperforms the existing Gaussian-based inverse rendering methods in terms of relighting and mesh quality. Our method also exhibits competitive relighting/mesh quality compared to NeRF-based methods with at most 25%/33% of training time and allows rendering at 200+ frames per second on an RTX4090. Our code is available at https://github.com/NK-CS-ZZL/GS-ROR . Zuoliang Zhu, Beibei Wang 0002, Jian Yang 0003 |
ACM Trans. Graph. | 2 |
| 2025 | RNG: Relightable Neural Gaussiansabstract3D Gaussian Splatting (3DGS) has shown impressive results for the novel view synthesis task, where lighting is assumed to be fixed. However, creating relightable 3D assets, especially for objects with ill-defined shapes (fur, fabric, etc.), remains a challenging task. The decomposition between light, geometry, and material is ambiguous, especially if either smooth surface assumptions or surface-based analytical shading models do not apply. We propose Relightable Neural Gaussians (RNG), a novel 3DGS-based framework that enables the relighting of objects with both hard surfaces or soft boundaries, while avoiding assumptions on the shading model. We condition the radiance at each point on both view and light directions. We also introduce a shadow cue, as well as a depth refinement network to improve shadow accuracy. Finally, we propose a hybrid forward-deferred fitting strategy to balance geometry and appearance quality. Our method achieves significantly faster training (1.3 hours) and rendering (60 frames per second) compared to a prior method based on neural radiance fields and produces higher-quality shadows than a concurrent 3DGS-based method. Project page: whois-jiahui.fun/project_pages/RNG. Jiahui Fan, Fujun Luan, Jian Yang 0003, Milos Hasan, Beibei Wang 0002 |
CVPR | 5 |
| 2025 | SVG-IR: Spatially-Varying Gaussian Splatting for Inverse RenderingabstractReconstructing 3D assets from images, known as inverse rendering (IR), remains a challenging task due to its ill-posed nature. 3D Gaussian Splatting (3DGS) has demonstrated impressive capabilities for novel view synthesis (NVS) tasks. Methods apply it to relighting by separating radiance into BRDF parameters and lighting, yet produce inferior relighting quality with artifacts and unnatural indirect illumination due to the limited capability of each Gaussian, which has constant material parameters and normal, alongside the absence of physical constraints for indirect lighting. In this paper, we present a novel framework called Spatially-vayring Gaussian Inverse Rendering (SVG-IR), aimed at enhancing both NVS and relighting quality. To this end, we propose a new representation—Spatially-varying Gaussian (SVG)—that allows per-Gaussian spatially varying parameters. This enhanced representation is complemented by a SVG splatting scheme akin to vertex/fragment shading in traditional graphics pipelines. Furthermore, we integrate a physically-based indirect lighting model, enabling more realistic relighting. The proposed SVG-IR framework significantly improves rendering quality, outperforming state-of-the-art NeRF-based methods by 2.5 dB in peak signal-to-noise ratio (PSNR) and surpassing existing Gaussian-based techniques by 3.5 dB in relighting tasks, all while maintaining a real-time rendering speed. The source code is available at https://github.com/learner-shx/SVG-IR. Hanxiao Sun, Yupeng Gao, Jin Xie 0001, Jian Yang 0003, Beibei Wang 0002 |
CVPR | 5 |
| 2025 | Sample Space Partitioning and Spatiotemporal Resampling for Specular Manifold SamplingabstractCaustics rendering remains a long-standing challenge in Monte Carlo rendering because high-energy specular paths occupy only a small region of path space, making them difficult to sample effectively. Recent work such as Specular Manifold Sampling (SMS) [Zeltner et al. 2020] can stochastically sample these specular paths and estimate their unbiased weights using Bernoulli trials. However, applying SMS in interactive rendering is non-trivial because it is slow and delivers noisy images given a very limited time budget. Pengpei Hong, Meng Duan, Beibei Wang 0002, Cem Yuksel, Tizian Zeltner, Daqi Lin |
SIGGRAPH Asia | 3 |
| 2025 | Diffusion-Guided Relighting for Single-Image SVBRDF EstimationabstractRecovering high-fidelity spatially varying bidirectional reflectance distribution function (SVBRDF) maps from a single image remains an ill-posed and challenging problem, especially in the presence of saturated highlights. Existing methods often fail to reconstruct the underlying texture in regions overwhelmed by intense specular reflections. This kind of bake-in artifacts caused by highlight corruption can be greatly alleviated by providing a series of material images under different lighting conditions. To this end, our key insight is to leverage the strong priors of diffusion models to generate images of the same material under varying lighting conditions. These generated images are then used to aid a multi-image SVBRDF estimator in recovering highlight-free reflectance maps. However, strong highlights in the input image lead to inconsistencies across the relighting results. Moreover, texture reconstruction becomes unstable in saturated regions, with variations in background structure, specular shape, and overall material color. These artifacts degrade the quality of SVBRDF recovery. To address this issue, we propose a shuffle-based background consistency module that extracts stable background features and implicitly identifies saturated regions. This guides the diffusion model to generate coherent content while preserving material structures and details. Furthermore, to stabilize the appearance of generated highlights, we introduce a lightweight specular prior encoder that estimates highlight features and then performs grid-based latent feature translation, injecting consistent specular contour priors while preserving material color fidelity. Both quantitative analysis and qualitative visualization demonstrate that our method enables stable neural relighting from a single image and can be seamlessly integrated into multi-input SVBRDF networks to estimate highlight-free reflectance maps. You-Xin Xing, Zheng Zeng 0005, Youyang Du, Lu Wang 0007, Beibei Wang 0002 |
SIGGRAPH Asia | 5 |
| 2025 | A Discrete Microfacet Model for Transparent Glints RenderingabstractMany real-life materials have sparkling appearances. Some small flakes on the surface of an object can make a considerable contribution by reflecting or refracting light at a particular angle, eventually causing a sparkling appearance. Most existing approaches have focused on the glinty effects on reflective surfaces. However, transparent glint rendering has not been well studied, even though there are many natural phenomena (e.g., frost) in the real world. Recent studies have proposed the simulation of transparent glints under specific constraints (e.g., limited to the Beckmann distribution and V-groove shadowing-masking function). In this study, we propose a more general transparent glint model by performing a four-dimensional hierarchical search to count the particles located in the pixel footprint and cone around the refracted ray. Our method can produce transparent glint appearances for arbitrary normal distribution functions (e.g., GGX or Beckmann) and converge to a smooth microfacet model with a large particle count. Sizhe Zhao, Beibei Wang 0002, Lu Wang 0007, Nicolas Holzschuch |
Comput. Vis. Media | 2 |
| 2024 | Neural Super-Resolution for Real-Time Rendering with Radiance DemodulationabstractIt is time-consuming to render high-resolution images in applications such as video games and virtual reality, and thus super-resolution technologies become increasingly popular for real-time rendering. However, it is challenging to preserve sharp texture details, keep the temporal stability and avoid the ghosting artifacts in real-time super-resolution rendering. To address this issue, we introduce radiance demodulation to separate the rendered image or radiance into a lighting component and a material component, considering the fact that the light component is smoother than the rendered image so that the high-resolution material component with detailed textures can be easily obtained. We perform the super-resolution on the lighting component only and re-modulate it with the high-resolution material component to obtain the final super-resolution image with more texture details. A reliable warping module is proposed by explicitly marking the occluded regions to avoid the ghosting artifacts. To further enhance the temporal stability, we design a frame-recurrent neural network and a temporal loss to aggregate the previous and current frames, which can better capture the spatial-temporal consistency among reconstructed frames. As a result, our method is able to produce temporally stable results in real-time rendering with high-quality details, even in the challenging 4 × 4 super-resolution scenarios. Code is available at: https://github.com/Riga2/NSRD. Ziling Chen, Lu Wang 0007, Beibei Wang 0002, Lei Zhang 0006 |
CVPR | 5 |
| 2024 | Correlation-aware Encoder-Decoder with Adapters for SVBRDF AcquisitionabstractFig. 1.By modeling the correlation among input images with an encoder, together with an adapter-equipped decoder, our network achieves high-quality SVBRDF recovery on both isotropic and anisotropic (with roughness encoded in red and green channels) materials.Here we show re-rendered views for four materials under environment illumination.(Please use Adobe Acrobat and click the renderings to see the animation.)Capturing materials from the real world avoids laborious manual material authoring.However, recovering high-fidelity Spatially Varying Bidirectional Reflectance Distribution Function (SVBRDF) maps from a few captured images is challenging due to its ill-posed nature.Existing approaches have made extensive efforts to alleviate this ambiguity issue by leveraging generative models with latent space optimization or extracting features with variant encoder-decoders.Albeit the rendered images at input views can match input images, the problematic decomposition among maps leads to significant differences when rendered under novel views/lighting.We observe that for human eyes, besides individual images, the correlation (or the highlights variation) among input images also serves as an important hint to recognize * Contribute equally. Hanxiao Sun, Lei Ma 0008, Jian Yang 0003, Beibei Wang 0002 |
SIGGRAPH Asia | 5 |
| 2024 | A Dynamic By-example BTF Synthesis SchemeabstractMeasured Bidirectional Texture Function (BTF) can faithfully reproduce a realistic appearance but is costly to acquire and store due to its 6D nature (2D spatial and 4D angular). Therefore, it is practical and necessary for rendering to synthesize BTFs from a small example patch. While previous methods managed to produce plausible results, we find that they seldomly take into consideration the property of being dynamic, so a BTF must be synthesized before the rendering process, resulting in limited size, costly pre-generation and storage issues. In this paper, we propose a dynamic BTF synthesis scheme, where a BTF at any position only needs to be synthesized when being queried. Our insight is that, with the recent advances in neural dimension reduction methods, a BTF can be decomposed into disjoint low-dimensional components. We can perform dynamic synthesis only on the positional dimensions, and during rendering, recover the BTF by querying and combining these low-dimensional functions with the help of a lightweight Multilayer Perceptron (MLP). Consequently, we obtain a fully dynamic 6D BTF synthesis scheme that does not require any pre-generation, which enables efficient rendering of our infinitely large and non-repetitive BTFs on the fly. We demonstrate the effectiveness of our method through various types of BTFs taken from UBO2014 [Weinmann et al. 2014]. Zilin Xu, Zahra Montazeri, Beibei Wang 0002, Lingqi Yan 0001 |
SIGGRAPH Asia | 3 |
| 2024 | Efficient participating media rendering with differentiable regularizationabstractHighly scattering media, such as milk, skin, and clouds, are common in the real world. Rendering participating media is challenging, especially for high-order scattering dominant media, because the light may undergo a large number of scattering events before leaving the surface. Monte Carlo-based methods typically require a long time to produce noise-free results. Based on the observation that low-albedo media contain less noise than high-albedo media, we propose reducing the variance of the rendered results using differentiable regularization. We first render an image with low-albedo participating media together with the gradient with respect to the albedo, and then predict the final rendered image with a low-albedo image and gradient image via a novel prediction function. To achieve high quality, we also consider the gradients of neighboring frames to provide a noise-free gradient image. Ultimately, our method can produce results with much less overall error than equal-time path tracing methods. Wenshi Wu, Beibei Wang 0002, Milos Hasan, Lei Zhang 0006, Zhong Jin, Lingqi Yan 0001 |
Comput. Vis. Media | 2 |
| 2024 | Real-time all-frequency global illumination with radiance cachingabstractGlobal illumination (GI) plays a crucial role in rendering realistic results for virtual exhibitions, such as virtual car exhibitions. These scenarios usually include all-frequency bidirectional reflectance distribution functions (BRDFs), although their geometries and light configurations may be static. Rendering all-frequency BRDFs in real time remains challenging due to the complex light transport. Existing approaches, including precomputed radiance transfer, light probes, and the most recent path-tracing-based approaches (ReSTIR PT), cannot satisfy both quality and performance requirements simultaneously. Herein, we propose a practical hybrid global illumination approach that combines ray tracing and cached GI by caching the incoming radiance with wavelets. Our approach can produce results close to those of offline renderers at the cost of only approximately 17 ms at runtime and is robust over all-frequency BRDFs. Our approach is designed for applications involving static lighting and geometries, such as virtual exhibitions. You-Xin Xing, Gaole Pan, Lu Wang 0007, Beibei Wang 0002 |
Comput. Vis. Media | 6 |
| 2024 | TensoSDF: Roughness-aware Tensorial Representation for Robust Geometry and Material ReconstructionabstractReconstructing objects with realistic materials from multi-view images is problematic, since it is highly ill-posed. Although the neural reconstruction approaches have exhibited impressive reconstruction ability, they are designed for objects with specific materials (e.g., diffuse or specular materials). To this end, we propose a novel framework for robust geometry and material reconstruction, where the geometry is expressed with the implicit signed distance field (SDF) encoded by a tensorial representation, namely TensoSDF. At the core of our method is the roughness-aware incorporation of the radiance and reflectance fields, which enables a robust reconstruction of objects with arbitrary reflective materials. Furthermore, the tensorial representation enhances geometry details in the reconstructed surface and reduces the training time. Finally, we estimate the materials using an explicit mesh for efficient intersection computation and an implicit SDF for accurate representation. Consequently, our method can achieve more robust geometry reconstruction, outperform the previous works in terms of relighting quality, and reduce 50% training times and 70% inference time. Codes and datasets are available at https://github.com/Riga2/TensoSDF. Lu Wang 0007, Lei Zhang 0006, Beibei Wang 0002 |
ACM Trans. Graph. | 4 |
| 2023 | Multiple-bounce Smith Microfacet BRDFs using the Invariance PrincipleabstractSmith microfacet models are widely used in computer graphics to represent materials. Traditional microfacet models do not consider the multiple bounces on microgeometries, leading to visible energy missing, especially on rough surfaces. Later, as the equivalence between the microfacets and volume has been revealed, random walk solutions have been proposed to introduce multiple bounces, but at the cost of high variance. Recently, the position-free property has been introduced into the multiple-bounce model, resulting in much less noise, but also bias or a complex derivation.In this paper, we propose a simple way to derive the multiple-bounce Smith microfacet bidirectional reflectance distribution functions (BRDFs) using the invariance principle. At the core of our model is a shadowing-masking function for a path consisting of direction collections, rather than separated bounces. Our model ensures unbiasedness and can produce less noise compared to the previous work with equal time, thanks to the simple formulation. Furthermore, we also propose a novel probability density function (PDF) for BRDF multiple importance sampling, which has a better match with the multiple-bounce BRDFs, producing less noise than previous naive approximations. Yuang Cui, Gaole Pan, Jian Yang 0003, Lei Zhang 0006, Lingqi Yan 0001, Beibei Wang 0002 |
SIGGRAPH Asia | 6 |
| 2023 | Efficient Caustics Rendering via Spatial and Temporal Path ReuseabstractAbstract Caustics are complex optical effects caused by the light being concentrated in a small area due to reflection or refraction on surfaces with low roughness, typically under a sharp light source. Rendering caustic effects is challenging for Monte Carlo‐based approaches, due to the difficulties of sampling the specular paths. One effective solution is using the specular manifold to locate these valid specular paths. Unfortunately, it needs many iterations to find these paths, leading to a long rendering time. To address this issue, our key insight is that the specular paths tend to be similar for neighboring shading points. To this end, we propose to reuse the specular paths spatially. More specifically, we generate some specular path samples with a low sample rate and then reuse these specular path samples as the initialization for specular manifold walk among neighboring shading points. In this way, much fewer specular path‐searching iterations are performed, due to the efficient initialization close to the final solution. Furthermore, this reuse strategy can be extended for dynamic scenes in a temporal manner, such as light moving or specular geometry deformation. Our method outperforms current state‐of‐the‐art methods and can handle multiple bounces of light and various scenes. Lu Wang 0007, Beibei Wang 0002 |
Comput. Graph. Forum | 3 |
| 2023 | MetaLayer: A Meta-Learned BSDF Model for Layered MaterialsabstractReproducing the appearance of arbitrary layered materials has long been a critical challenge in computer graphics, with regard to the demanding requirements of both physical accuracy and low computation cost. Recent studies have demonstrated promising results by learning-based representations that implicitly encode the appearance of complex (layered) materials by neural networks. However, existing generally-learned models often struggle between strong representation ability and high runtime performance, and also lack physical parameters for material editing. To address these concerns, we introduce MetaLayer , a new methodology leveraging meta-learning for modeling and rendering layered materials. MetaLayer contains two networks: a BSDFNet that compactly encodes layered materials into implicit neural representations, and a MetaNet that establishes the mapping between the physical parameters of each material and the weights of its corresponding implicit neural representation. A new positional encoding method and a well-designed training strategy are employed to improve the performance and quality of the neural model. As a new learning-based representation, the proposed MetaLayer model provides both fast responses to material editing and high-quality results for a wide range of layered materials, outperforming existing layered BSDF models. Jie Guo 0001, Zeru Li, Xueyan He, Beibei Wang 0002, Yanwen Guo 0001, Lingqi Yan 0001 |
ACM Trans. Graph. | 4 |
| 2023 | Scratch-based Reflection Art via Differentiable RenderingabstractThe 3D visual optical arts create fascinating special effects by carefully designing interactions between objects and light sources. One of the essential types is 3D reflection art, which aims to create reflectors that can display different images when viewed from different directions. Existing works produce impressive visual effects. Unfortunately, previous works discretize the reflector surface with regular grids/facets, leading to a large parameter space and a high optimization time cost. In this paper, we introduce a new type of 3D reflection art -scratch-based reflection art, which allows for a more compact parameter space, easier fabrication, and computationally efficient optimization. To design a 3D reflection art with scratches, we formulate it as a multi-view optimization problem and introduce differentiable rendering to enable efficient gradient-based optimizers. For that, we propose an analytical scratch rendering approach, together with a high-performance rendering pipeline, allowing efficient differentiable rendering. As a consequence, we could display multiple images on a single metallic board with only several minutes for optimization. We demonstrate our work by showing virtual objects and manufacturing our designed reflectors with a carving machine. Pengfei Shen, Rui-Zeng Li, Beibei Wang 0002, Ligang Liu 0001 |
ACM Trans. Graph. | 3 |
| 2023 | SpongeCake: A Layered Microflake Surface Appearance ModelabstractIn this article, we propose SpongeCake: A layered BSDF model where each layer is a volumetric scattering medium, defined using microflake or other phase functions. We omit any reflecting and refracting interfaces between the layers. The first advantage of this formulation is that an exact and analytic solution for single scattering, regardless of the number of volumetric layers, can be derived. We propose to approximate multiple scattering by an additional single-scattering lobe with modified parameters and a Lambertian lobe. We use a parameter mapping neural network to find the parameters of the newly added lobes to closely approximate the multiple scattering effect. Despite the absence of layer interfaces, we demonstrate that many common material effects can be achieved with layers of SGGX microflake and other volumes with appropriate parameters. A normal mapping effect can also be achieved through mapping of microflake orientations, which avoids artifacts common in standard normal maps. Thanks to the analytical formulation, our model is very fast to evaluate and sample. Through various parameter settings, our model is able to handle many types of materials, like plastics, wood, cloth, and so on, opening a number of practical applications. Beibei Wang 0002, Wenhua Jin, Milos Hasan, Lingqi Yan 0001 |
ACM Trans. Graph. | 1 |
| 2023 | Efficient Specular Glints Rendering With Differentiable RegularizationabstractRendering glinty details from specular microstructure enhances the level of realism in computer graphics. However, naive sampling fails to render such effects, due to insufficient sampling of the contributing normals on the surface patch visible through a pixel. Other approaches resort to searching for the relevant normals in more explicit ways, but they rely on special acceleration structures, leading to increased storage costs and complexity. In this article, we propose to render specular glints through a different method: differentiable regularization. Our method includes two steps: first, we use differentiable path tracing to render a scene with a larger light size and/or rougher surfaces and record the gradients with respect to light size and roughness. Next, we use the result for the larger light size and rougher surfaces, together with their gradients, to predict the target value for the required light size and roughness by extrapolation. In the end, we get significantly reduced noise compared to rendering the scene directly. Our results are close to the reference, which uses many more samples per pixel, although our method cannot guarantee unbiased convergence to the reference. The overhead for differentiable rendering and prediction is small, so our improvement is almost free. We demonstrate our differentiable regularization on several normal maps, all of which benefit from the method. Jiahui Fan, Beibei Wang 0002, Wenshi Wu, Milos Hasan, Jian Yang 0003, Lingqi Yan 0001 |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2022 | Woven Fabric Capture from a Single PhotoabstractDigitally reproducing the appearance of woven fabrics is important in many applications of realistic rendering, from interior scenes to virtual characters. However, designing realistic shading models and capturing real fabric samples are both challenging tasks. Previous work ranges from applying generic shading models not meant for fabrics, to data-driven approaches scanning fabrics requiring expensive setups and large data. In this paper, we propose a woven fabric material model and a parameter estimation approach for it. Our lightweight forward shading model treats yarns as bent and twisted cylinders, shading these using a microflake-based bidirectional reflectance distribution function (BRDF) model. We propose a simple fabric capture configuration, wrapping the fabric sample on a cylinder of known radius and capturing a single image under known camera and light positions. Our inverse rendering pipeline consists of a neural network to estimate initial fabric parameters and an optimization based on differentiable rendering to refine the results. Our fabric parameter estimation achieves high-quality recovery of measured woven fabric samples, which can be used for efficient rendering and further edited. Wenhua Jin, Beibei Wang 0002, Milos Hasan, Yu Guo 0007, Steve Marschner, Lingqi Yan 0001 |
SIGGRAPH Asia | 2 |
| 2022 | Unbiased Caustics Rendering Guided by Representative Specular PathsabstractCaustics are interesting patterns caused by the light being focused when reflecting off glossy materials. Rendering them in computer graphics is still challenging: they correspond to high luminous intensity focused over a small area. Finding the paths that contribute to this small area is difficult, and even more difficult when using camera-based path tracing instead of bidirectional approaches. Recent improvements in path guiding are still unable to compute efficiently the light paths that contribute to a caustic. In this paper, we present a novel path guiding approach to enable reliable rendering of caustics. Our approach relies on computing representative specular paths, then extending them using a chain of spherical Gaussians. We use these extended paths to estimate the incident radiance distribution and guide path tracing. We combine this approach with several practical strategies, such as spatial reusing and parallax-aware representation for arbitrarily curved reflectors. Our path-guided algorithm using extended specular paths outperforms current state-of-the-art methods and handles multiple bounces of light and a variety of scenes. Beibei Wang 0002, Changhe Tu, Kun Xu 0003, Nicolas Holzschuch, Lingqi Yan 0001 |
SIGGRAPH Asia | 2 |
| 2022 | SVBRDF Recovery from a Single Image with Highlights Using a Pre-trained Generative Adversarial NetworkabstractAbstract Spatially varying bi‐directional reflectance distribution functions (SVBRDFs) are crucial for designers to incorporate new materials in virtual scenes, making them look more realistic. Reconstruction of SVBRDFs is a long‐standing problem. Existing methods either rely on an extensive acquisition system or require huge datasets, which are non‐trivial to acquire. We aim to recover SVBRDFs from a single image, without any datasets. A single image contains incomplete information about the SVBRDF, making the reconstruction task highly ill‐posed. It is also difficult to separate between the changes in colour that are caused by the material and those caused by the illumination, without the prior knowledge learned from the dataset. In this paper, we use an unsupervised generative adversarial neural network (GAN) to recover SVBRDFs maps with a single image as input. To better separate the effects due to illumination from the effects due to the material, we add the hypothesis that the material is stationary and introduce a new loss function based on Fourier coefficients to enforce this stationarity. For efficiency, we train the network in two stages: reusing a trained model to initialize the SVBRDFs and fine‐tune it based on the input image. Our method generates high‐quality SVBRDFs maps from a single input photograph, and provides more vivid rendering results compared to the previous work. The two‐stage training boosts runtime performance, making it eight times faster than the previous work. Beibei Wang 0002, Jie Guo 0001, Nicolas Holzschuch |
Comput. Graph. Forum | 2 |
| 2022 | A survey on rendering homogeneous participating mediaabstractParticipating media are frequent in real-world scenes, whether they contain milk, fruit juice, oil, or muddy water in a river or the ocean. Incoming light interacts with these participating media in complex ways: refraction at boundaries and scattering and absorption inside volumes. The radiative transfer equation is the key to solving this problem. There are several categories of rendering methods which are all based on this equation, but using different solutions. In this paper, we introduce these groups, which include volume density estimation based approaches, virtual point/ray/beam lights, point based approaches, Monte Carlo based approaches, acceleration techniques, accurate single scattering methods, neural network based methods, and spatially-correlated participating media related methods. As well as discussing these methods, we consider the challenges and open problems in this research area. Wenshi Wu, Beibei Wang 0002, Lingqi Yan 0001 |
Comput. Vis. Media | 2 |
| 2022 | Constant-Cost Spatio-Angular Prefiltering of Glinty Appearance Using Tensor DecompositionabstractThe detailed glinty appearance from complex surface microstructures enhances the level of realism but is both - and time-consuming to render, especially when viewed from far away (large spatial coverage) and/or illuminated by area lights (large angular coverage). In this article, we formulate the glinty appearance rendering process as a spatio-angular range query problem of the Normal Distribution Functions (NDFs), and introduce an efficient spatio-angular prefiltering solution to it. We start by exhaustively precomputing all possible NDFs with differently sized positional coverages. Then we compress the precomputed data using tensor rank decomposition, which enables accurate and fast angular range queries. With our spatio-angular prefiltering scheme, we are able to solve both the storage and performance issues at the same time, leading to efficient rendering of glinty appearance with both constant storage and constant performance, regardless of the range of spatio-angular queries. Finally, we demonstrate that our method easily applies to practical rendering applications that were traditionally considered difficult. For example, efficient bidirectional reflection distribution function evaluation accurate NDF importance sampling, fast global illumination between glinty objects, high-frequency preserving rendering with environment lighting, and tile-based synthesis of glinty appearance. Hong Deng, Yang Liu 0288, Beibei Wang 0002, Jian Yang 0003, Lei Ma 0008, Nicolas Holzschuch, Lingqi Yan 0001 |
ACM Trans. Graph. | 3 |
| 2022 | Position-free multiple-bounce computations for smith microfacet BSDFsabstractBidirectional Scattering Distribution Functions (BSDFs) encode how a material reflects or transmits the incoming light. The most commonly used model is the microfacet BSDF. It computes the material response from the microgeometry of the surface assuming a single bounce on specular microfacets. The original model ignores multiple bounces on the microgeometry, resulting in an energy loss, especially for rough materials. In this paper, we present a new method to compute the multiple bounces inside the microgeometry, eliminating this energy loss. Our method relies on a position-free formulation of multiple bounces inside the microgeometry. We use an explicit mathematical definition of the path space that describes single and multiple bounces in a uniform way. We then study the behavior of light on the different vertices and segments in the path space, leading to a reciprocal multiple-bounce description of BSDFs. Furthermore, we present practical, unbiased Monte Carlo estimators to compute multiple scattering. Our method is less noisy than existing algorithms for computing multiple scattering. It is almost noise-free with a very-low sampling rate, from 2 to 4 samples per pixel (spp). Beibei Wang 0002, Wenhua Jin, Jiahui Fan, Jian Yang 0003, Nicolas Holzschuch, Lingqi Yan 0001 |
ACM Trans. Graph. | 1 |
| 2021 | A Deep Learning Method for 2D Image Stippling
Zhongmin Xue, Beibei Wang 0002, Lei Ma 0008 |
CGI | 2 |
| 2021 | Path-based Monte Carlo Denoising Using a Three-Scale Neural NetworkabstractAbstract Monte Carlo rendering is widely used in the movie industry. Since it is costly to produce noise‐free results directly, Monte Carlo denoising is often applied as a post‐process. Recently, deep learning methods have been successfully leveraged in Monte Carlo denoising. They are able to produce high quality denoised results, even with very low sample rate, e.g. 4 spp (sample per pixel). However, for difficult scene configurations, some details could be blurred in the denoised results. In this paper, we aim at preserving more details from inputs rendered with low spp. We propose a novel denoising pipeline that handles three‐scale features ‐ pixel, sample and path ‐ to preserve sharp details, uses an improved Res2Net feature extractor to reduce the network parameters and a smooth feature attention mechanism to remove low‐frequency splotches. As a result, our method achieves higher denoising quality and preserves better details than the previous methods. Weiheng Lin, Beibei Wang 0002, Jian Yang 0003, Lu Wang 0007, Lingqi Yan 0001 |
Comput. Graph. Forum | 2 |
| 2021 | Real-time Denoising Using BRDF Pre-integration FactorizationabstractAbstract Path tracing has been used for real‐time renderings, thanks to the powerful GPU device. Unfortunately, path tracing produces noisy rendered results, thus, filtering or denoising is often applied as a post‐process to remove the noise. Previous works produce high‐quality denoised results, by accumulating the temporal samples. However, they cannot handle the details from bidirectional reflectance distribution function (BRDF) maps (e.g. roughness map). In this paper, we introduce the BRDF pre‐integration factorization for denoising to better preserve the details from BRDF maps. More specifically, we reformulate the rendering equation into two components: the BRDF pre‐integration component and the weighted‐lighting component. The BRDF pre‐integration component is noise‐free, since it does not depend on the lighting. Another key observation is that the weighted‐lighting component tends to be smooth and low‐frequency, which indicates that it is more suitable for denoising than the final rendered image. Hence, the weighted‐lighting component is denoised individually. Our BRDF pre‐integration demodulation approach is flexible for many real‐time filtering methods. We have implemented it in spatio‐temporal variance‐guided filtering (SVGF), ReLAX and ReBLUR. Compared to the original methods, our method manages to better preserve the details from BRDF maps, while both the memory and time cost are negligible. Pengfei Shen, Beibei Wang 0002, Ligang Liu 0001 |
Comput. Graph. Forum | 3 |
| 2021 | Interactive Simulation of Scattering Effects in Participating Media Using a Neural Network ModelabstractRendering participating media is important to the creation of photorealistic images. Participating media has a translucent aspect that comes from light being scattered inside the material. For materials with a small mean-free-path (mfp), multiple scattering effects dominate. Simulating these effects is computationally intensive, as it requires tracking a large number of scattering events inside the material. Existing approaches precompute multiple scattering events inside the material and store the results in a table. During rendering time, this table is used to compute the scattering effects. While these methods are faster than explicit scattering computation, they incur higher storage costs. In this paper, we present a new representation for double and multiple scattering effects that uses a neural network model. The scattering response from all homogeneous participating media is encoded into a neural network in a preprocessing step. At run time, the neural network is then used to predict the double and multiple scattering effects. We demonstrate the effects combined with Virtual Ray Lights (VRL), although our approach can be integrated with other rendering algorithms. Our algorithm is implemented on GPU. Double and multiple scattering effects for the entire participating media space are encoded using only 23.6 KB of memory. Our method achieves 50 ms per frame in typical scenes and provides results almost identical to the reference. Liangsheng Ge, Beibei Wang 0002, Lu Wang 0007, Xiangxu Meng, Nicolas Holzschuch |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2020 | Real-Time Glints Rendering With Pre-Filtered Discrete Stochastic MicrofacetsabstractAbstract Many real‐life materials have a sparkling appearance. Examples include metallic paints, sparkling fabrics and snow. Simulating these sparkles is important for realistic rendering but expensive. As sparkles come from small shiny particles reflecting light into a specific direction, they are very challenging for illumination simulation. Existing approaches use a four‐dimensional hierarchy, searching for light‐reflecting particles simultaneously in space and direction. The approach is accurate, but extremely expensive. A separable model is much faster, but still not suitable for real‐time applications. The performance problem is even worse when illumination comes from environment maps, as they require either a large sample count per pixel or pre‐filtering. Pre‐filtering is incompatible with the existing sparkle models, due to the discrete multi‐scale representation. In this paper, we present a GPU‐friendly, pre‐filtered model for real‐time simulation of sparkles and glints. Our method simulates glints under both environment maps and point light sources in real time, with an added cost of just 10 ms per frame with full high‐definition resolution. Editing material properties requires extra computations but is still real time, with an added cost of 10 ms per frame. Beibei Wang 0002, Hong Deng, Nicolas Holzschuch |
Comput. Graph. Forum | 1 |
| 2020 | Unsupervised Image Reconstruction for Gradient-Domain Volumetric RenderingabstractAbstract Gradient‐domain rendering can highly improve the convergence of light transport simulation using the smoothness in image space. These methods generate image gradients and solve an image reconstruction problem with rendered image and the gradient images. Recently, a previous work proposed a gradient‐domain volumetric photon density estimation for homogeneous participating media. However, the image reconstruction relies on traditional L1 reconstruction, which leads to obvious artifacts when only a few rendering passes are performed. Deep learning based reconstruction methods have been exploited for surface rendering, but they are not suitable for volume density estimation. In this paper, we propose an unsupervised neural network for image reconstruction of gradient‐domain volumetric photon density estimation, more specifically for volumetric photon mapping, using a variant of GradNet with an encoded shift connection and a separated auxiliary feature branch, which includes volume based auxiliary features such as transmittance and photon density. Our network smooths the images on global scale and preserves the high frequency details on a small scale. We demonstrate that our network produces a higher quality result, compared to previous work. Although we only considered volumetric photon mapping, it's straightforward to extend our method for other forms, like beam radiance estimation. Zilin Xu, Lu Wang 0007, Yanning Xu, Beibei Wang 0002 |
Comput. Graph. Forum | 5 |
| 2020 | A practical path guiding method for participating mediaabstractRendering translucent materials is costly: light transport algorithms need to simulate a large number of scattering events inside the material before reaching convergence. The cost is especially high for materials with a large albedo or a small mean-free- path, where higher-order scattering effects dominate. In simple terms, the paths get lost in the medium. Path guiding has been proposed for surface rendering to make convergence faster by guiding the sampling process. In this paper, we introduce a path guiding solution for translucent materials. We learn an adaptive approximate representation of the radiance distribution in the volume and use it to sample the scattering direction, combining it with phase function sampling by resampled importance sampling. The proposed method significantly improves the performance of light transport simulation in participating media, especially for small lights and media with refractive boundaries. Our method can handle any homogeneous participating medium, with high or low scattering, with high or low absorption, and from isotropic to highly anisotropic. Hong Deng, Beibei Wang 0002, Nicolas Holzschuch |
Comput. Vis. Media | 2 |
| 2020 | A detail preserving neural network model for Monte Carlo denoisingabstractMonte Carlo based methods such as path tracing are widely used in movie production. To achieve low noise, they require many samples per pixel, resulting in long rendering time. To reduce the cost, one solution is Monte Carlo denoising, which renders the image with fewer samples per pixel (as little as 128) and then denoises the resulting image. Many Monte Carlo denoising methods rely on deep learning: they use convolutional neural networks to learn the relationship between noisy images and reference images, using auxiliary features such as position and normal together with image color as inputs. The network predicts kernels which are then applied to the noisy input. These methods show powerful denoising ability, but tend to lose geometric or lighting details and to blur sharp features during denoising. In this paper, we solve this issue by proposing a novel network structure, a new input feature—light transport covariance from path space—and an improved loss function. Our network separates feature buffers from the color buffer to enhance detail effects. The features are extracted separately and then integrated into a shallow kernel predictor. Our loss function considers perceptual loss, which also improves detail preservation. In addition, we use a light transport covariance feature in path space as one of the features, which helps to preserve illumination details. Our method denoises Monte Carlo path traced images while preserving details much better than previous methods. Weiheng Lin, Beibei Wang 0002, Lu Wang 0007, Nicolas Holzschuch |
Comput. Vis. Media | 2 |
| 2020 | Denoising Stochastic Progressive Photon Mapping Renderings Using a Multi-Residual Network
Zheng Zeng 0005, Lu Wang 0007, Beibei Wang 0002, Chun-Meng Kang, Yanning Xu |
J. Comput. Sci. Technol. | 3 |
| 2020 | Path cuts: efficient rendering of pure specular light transportabstractIn scenes lit with sharp point-like light sources, light can bounce several times on specular materials before getting into our eyes, forming purely specular light paths. However, to our knowledge, rendering such multi-bounce pure specular paths has not been handled in previous work: while many light transport methods have been devised to sample various kinds of light paths, none of them are able to find multi-bounce pure specular light paths from a point light to a pinhole camera. In this paper, we present path cuts to efficiently render such light paths. We use a path space hierarchy combined with interval arithmetic bounds to prune non-contributing regions of path space, and to slice the path space into regions small enough to empirically contain at most one solution. Next, we use an automatic differentiation tool and a Newton-based solver to find an admissible specular path within a given path space region. We demonstrate results on several complex specular configurations, including RR, TT, TRT and TTTT paths. Beibei Wang 0002, Milos Hasan, Lingqi Yan 0001 |
ACM Trans. Graph. | 1 |
| 2020 | Example-Based Microstructure Rendering with Constant StorageabstractRendering glinty details from specular microstructure enhances the level of realism, but previous methods require heavy storage for the high-resolution height field or normal map and associated acceleration structures. In this article, we aim at dynamically generating theoretically infinite microstructure, preventing obvious tiling artifacts, while achieving constant storage cost. Unlike traditional texture synthesis, our method supports arbitrary point and range queries, and is essentially generating the microstructure implicitly. Our method fits the widely used microfacet rendering framework with multiple importance sampling (MIS), replacing the commonly used microfacet normal distribution functions (NDFs) like ground glass distribution (GGX) by a detailed local solution, with a small amount of runtime performance overhead. Beibei Wang 0002, Milos Hasan, Nicolas Holzschuch, Lingqi Yan 0001 |
ACM Trans. Graph. | 1 |
| 2020 | Fast Computation of Single Scattering in Participating Media with Refractive Boundaries Using Frequency AnalysisabstractMany materials combine a refractive boundary and a participating media on the interior. If the material has a low opacity, single scattering effects dominate in its appearance. Refraction at the boundary concentrates the incoming light, resulting in an important phenomenon called volume caustics. This phenomenon is hard to simulate. Previous methods used point-based light transport, but attributed point samples inefficiently, resulting in long computation time. In this paper, we use frequency analysis of light transport to allocate point samples efficiently. Our method works in two steps: in the first step, we compute volume samples along with their covariance matrices, encoding the illumination frequency content in a compact way. In the rendering step, we use the covariance matrices to compute the kernel size for each volume sample: small kernel for high-frequency single scattering, large kernel for lower frequencies. Our algorithm computes volume caustics with fewer volume samples, with no loss of quality. Our method is both faster and uses less memory than the original method. It is roughly twice as fast and uses one fifth of the memory. The extra cost of computing covariance matrices for frequency information is negligible. Yulin Liang, Beibei Wang 0002, Lu Wang 0007, Nicolas Holzschuch |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2020 | Precomputed Multiple Scattering for Rapid Light Simulation in Participating MediaabstractRendering translucent materials is costly: light transport algorithms need to simulate a large number of scattering events inside the material before reaching convergence. The cost is especially high for materials with a large albedo or a small mean-free-path, where higher-order scattering effects dominate. We present a new method for fast computation of global illumination with participating media. Our method uses precomputed multiple scattering effects, stored in two compact tables. These precomputed multiple scattering tables are easy to integrate with any illumination simulation algorithm. We give examples for virtual ray lights (VRL), photon mapping with beams and paths (UPBP), Metropolis Light Transport with Manifold Exploration (MEMLT). The original algorithms are in charge of low-order scattering, combined with multiple scattering computed using our table. Our results show significant improvements in convergence speed and memory costs, with negligible impact on accuracy. Beibei Wang 0002, Liangsheng Ge, Nicolas Holzschuch |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2019 | A task and data balanced distributed photon mapping method
Beibei Wang 0002, Lu Wang 0007, Yanning Xu, Chenglei Yang, Xiangxu Meng |
Comput. Graph. | 2 |
| 2018 | Vectorized point based global illumination on Intel MIC architecture
Beibei Wang 0002, Lu Wang 0007, Yanning Xu, Tamy Boubekeur |
Comput. Graph. | 2 |
| 2018 | Fast Global Illumination with Discrete Stochastic Microfacets Using a Filterable ModelabstractAbstract Many real‐life materials have a sparkling appearance, whether by design or by nature. Examples include metallic paints, sparkling varnish but also snow. These sparkles correspond to small, isolated, shiny particles reflecting light in a specific direction, on the surface or embedded inside the material. The particles responsible for these sparkles are usually small and discontinuous. These characteristics make it difficult to integrate them efficiently in a standard rendering pipeline, especially for indirect illumination. Existing approaches use a 4‐dimensional hierarchy, searching for light‐reflecting particles simultaneously in space and direction. The approach is accurate, but still expensive. In this paper, we show that this 4‐dimensional search can be approximated using separate 2‐dimensional steps. This approximation allows fast integration of glint contributions for large footprints, reducing the extra cost associated with glints be an order of magnitude. Beibei Wang 0002, Lu Wang 0007, Nicolas Holzschuch |
Comput. Graph. Forum | 1 |
| 2018 | Point-Based Rendering for Homogeneous Participating Media with Refractive BoundariesabstractIllumination effects in translucent materials are a combination of several physical phenomena: refraction at the surface, absorption and scattering inside the material. Because refraction can focus light deep inside the material, where it will be scattered, practical illumination simulation inside translucent materials is difficult. In this paper, we present an a Point-Based Global Illumination method for light transport on homogeneous translucent materials with refractive boundaries. We start by placing light samples inside the translucent material and organizing them into a spatial hierarchy. At rendering, we gather light from these samples for each camera ray. We compute separately the sample contributions for single, double and multiple scattering, and add them. We present two implementations of our algorithm: an offline version for high-quality rendering and an interactive GPU implementation. The offline version provides significant speed-ups and reduced memory footprints compared to state-of-the-art algorithms, with no visible impact on quality. The GPU version yields interactive frame rates: 30 fps when moving the viewpoint, 25 fps when editing the light position or the material parameters. Beibei Wang 0002, Nicolas Holzschuch |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2015 | Wavelet Point-Based Global IlluminationabstractAbstract Point‐Based Global Illumination (PBGI) is a popular rendering method in special effects and motion picture productions. This algorithm provides a diffuse global illumination solution by caching radiance in a mesh‐less hierarchical data structure during a preprocess, while solving for visibility over this cache, at rendering time and for each receiver, using microbuffers, which are localized depth and color buffers inspired from real time rendering environments. As a result, noise free ambient occlusion, indirect soft shadows and color bleeding effects are computed efficiently for high resolution image output and in a temporally coherent fashion. We propose an evolution of this method to address the case of non‐diffuse inter‐reflections and refractions. While the original PBGI algorithm models radiance using spherical harmonics, we propose to use wavelets parameterized on the direction space to better localize the radiance representation in the presence of highly directional reflectance. We also propose a new importance‐driven adaptive microbuffer model to capture accurately incoming radiance at a point. Furthermore, we evaluate outgoing radiance using a fast wavelet radiance product and contain the induced larger memory footprint by encoding hierarchically the wavelets in the PBGI tree. As a result, our algorithm can handle non‐lambertian BSDF in the light transport simulation, reproducing caustics and multiple reflections/refractions bounces with a similar quality to bidirectional path tracing in a large number of cases and for only a fraction of its computation time. Our approach is simple to implement and easy to integrate into any existing PBGI framework, with an intuitive control on the approximation error. We evaluate it on a collection of example scenes. Beibei Wang 0002, Xiangxu Meng, Tamy Boubekeur |
Comput. Graph. Forum | 1 |
| 2013 | Factorized Point Based Global IlluminationabstractAbstract The Point‐Based Global Illumination (PBGI) algorithm is composed of two major steps: a caching step and a multiview rasterization step. At caching time, a dense point‐sampling of the scene is shaded and organized in a spatial hierarchy, with internal nodes approximating the radiance of their subtrees using spherical harmonics. At rasterization time, a microbuffer is instantiated at the unprojected position of each image pixel (receiver). Then, a view‐adaptive level‐of‐detail of the scene is extracted in the form of a tree cut and rasterized in the receiver's microbuffer, solving for visibility using a local variant of the z‐buffer. Finally, the pixel color is computed by convolving its filled microbuffer with the surface BRDF. This noise‐free indirect lighting method is widely used in the industry and captures several critical lighting effects, including ambient occlusion, color bleeding, (indirect) soft‐shadows and environment lighting. However, we observe a large redundancy in this algorithm, both in cuts and receivers'microbuffers, which stems from their relatively low resolution. In this paper, we propose an evolution of PBGI which exploits spatial coherence to reduce these redundant computations. Starting from a similarity‐based variational clustering of the receivers, we compute a single tree cut and rasterize a single microbuffer for each cluster. This per‐cluster microbuffer provides a faithful approximation of the incident radiance for distant nodes and is composited over a receiver‐specific microbuffer rasterizing only the closest nodes of the cluster's cut. This factorized approach is easy to integrate in any existing PBGI implementation and offers a significant rendering speed‐up for a negligible and controllable approximation error. Beibei Wang 0002, Bert Buchholz, Xiangxu Meng, Tamy Boubekeur |
Comput. Graph. Forum | 1 |
| 2011 | Fast Point Based Global IlluminationabstractPoint based rendering can simulate global illumination phenomenon fast and is widely used in movie production. This paper proposes a faster point based global illumination algorithm compared with the standard one. During our algorithm, the shading points generated by ray tracing are clustered in to groups. When doing point based rendering, the indirect illumination of each group's center point is computed instead of each shading point. We use an error strategy to make the indirect illumination compute adaptively. This method is several times faster than the standard point based global illumination method, while preserves high rendering quality. What's more, we implement our algorithm on GPU. In order to improve parallelism, we design a GPU-based cluster method and then implement the point based rendering process on GPU. The speed is times faster compared with the CPU one. Beibei Wang 0002, Xiangxu Meng, Yanning Xu, Xijun Song |
CAD/Graphics | 1 |