Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Tizian Zeltner

dblp:224/0669 · DBLP profile ↗
← Back
8ranked-venue papers
4as first author
3since 2021 · last 2025
0000-0002-6434-465XORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 8 · 4 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021

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

Computer graphics and multimedia
8 papers
Rendering · 98% Computational photography and imaging · 1% Computational fabrication · 1%

Topics — the 15 heaviest of 16, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › global illumination
caustics rendering
1.732025
Sample Space Partitioning and Spatiotemporal Resampling for Specular Manifold Sampling · SIGGRAPH Asia 2025
Specular manifold sampling for rendering high-frequency caustics and glints · ACM Trans. Graph. 2020
Slope-space integrals for specular next event estimation · ACM Trans. Graph. 2020
Rendering
light transport
1.032021
Monte Carlo estimators for differential light transport · ACM Trans. Graph. 2021
Specular manifold sampling for rendering high-frequency caustics and glints · ACM Trans. Graph. 2020
Mitsuba 2: a retargetable forward and inverse renderer · ACM Trans. Graph. 2019
Rendering
differentiable rendering
0.922021
Monte Carlo estimators for differential light transport · ACM Trans. Graph. 2021
Mitsuba 2: a retargetable forward and inverse renderer · ACM Trans. Graph. 2019
Rendering
monte carlo rendering
0.912025
Sample Space Partitioning and Spatiotemporal Resampling for Specular Manifold Sampling · SIGGRAPH Asia 2025
Rendering
physically based rendering
0.822020
Image-based acquisition and modeling of polarimetric reflectance · ACM Trans. Graph. 2020
Mitsuba 2: a retargetable forward and inverse renderer · ACM Trans. Graph. 2019
Rendering
neural rendering
0.812024
Real-time Neural Appearance Models · ACM Trans. Graph. 2024
Rendering
real-time rendering
0.812024
Real-time Neural Appearance Models · ACM Trans. Graph. 2024
Rendering
material appearance
0.622024
The layer laboratory: a calculus for additive and subtractive composition of anisotropic surface reflectance · ACM Trans. Graph. 2018
Real-time Neural Appearance Models · ACM Trans. Graph. 2024
Rendering › shading
glint rendering
0.412020
Specular manifold sampling for rendering high-frequency caustics and glints · ACM Trans. Graph. 2020
Rendering › light transport
monte carlo light transport
0.412020
Slope-space integrals for specular next event estimation · ACM Trans. Graph. 2020
Rendering
reflectance modeling
0.412020
Image-based acquisition and modeling of polarimetric reflectance · ACM Trans. Graph. 2020
Rendering › reflectance modeling
anisotropic reflectance
0.312018
The layer laboratory: a calculus for additive and subtractive composition of anisotropic surface reflectance · ACM Trans. Graph. 2018
Rendering › material appearance
layered BSDF model
0.312018
The layer laboratory: a calculus for additive and subtractive composition of anisotropic surface reflectance · ACM Trans. Graph. 2018
Computational fabrication › appearance fabrication
caustic design
0.112019
Mitsuba 2: a retargetable forward and inverse renderer · ACM Trans. Graph. 2019
Rendering › monte carlo rendering
markov chain monte carlo
0.112019
Mitsuba 2: a retargetable forward and inverse renderer · ACM Trans. Graph. 2019

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

importance sampling · 2.1multiple importance sampling · 0.9spatiotemporal resampling · 0.9sample space partitioning · 0.9neural decoder · 0.8microfacet sampling · 0.8path tracing · 0.5spectroscopic ellipsometry · 0.4microfacet BSDF · 0.4image-based acquisition · 0.4
YearPublicationVenuePosition
2025 Sample Space Partitioning and Spatiotemporal Resampling for Specular Manifold Sampling
abstract
Caustics 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 Asia5
2024 Real-time Neural Appearance Models
abstract
We present a complete system for real-time rendering of scenes with complex appearance previously reserved for offline use. This is achieved with a combination of algorithmic and system level innovations. Our appearance model utilizes learned hierarchical textures that are interpreted using neural decoders, which produce reflectance values and importance-sampled directions. To best utilize the modeling capacity of the decoders, we equip the decoders with two graphics priors. The first prior—transformation of directions into learned shading frames—facilitates accurate reconstruction of mesoscale effects. The second prior—a microfacet sampling distribution—allows the neural decoder to perform importance sampling efficiently. The resulting appearance model supports anisotropic sampling and level-of-detail rendering, and allows baking deeply layered material graphs into a compact unified neural representation. By exposing hardware accelerated tensor operations to ray tracing shaders, we show that it is possible to inline and execute the neural decoders efficiently inside a real-time path tracer. We analyze scalability with increasing number of neural materials and propose to improve performance using code optimized for coherent and divergent execution. Our neural material shaders can be over an order of magnitude faster than non-neural layered materials. This opens up the door for using film-quality visuals in real-time applications such as games and live previews.
Tizian Zeltner, Fabrice Rousselle, Andrea Weidlich, Petrik Clarberg, Jan Novák, Benedikt Bitterli, Alex Evans, Tomás Davidovic, Simon Kallweit, Aaron E. Lefohn
ACM Trans. Graph.1
2021 Monte Carlo estimators for differential light transport
abstract
Physically based differentiable rendering algorithms propagate derivatives through realistic light transport simulations and have applications in diverse areas including inverse reconstruction and machine learning. Recent progress has led to unbiased methods that can simultaneously compute derivatives with respect to millions of parameters. At the same time, elementary properties of these methods remain poorly understood. Current algorithms for differentiable rendering are constructed by mechanically differentiating a given primal algorithm. While convenient, such an approach is simplistic because it leaves no room for improvement. Differentiation produces major changes in the integrals that occur throughout the rendering process, which indicates that the primal and differential algorithms should be decoupled so that the latter can suitably adapt. This leads to a large space of possibilities: consider that even the most basic Monte Carlo path tracer already involves several design choices concerning the techniques for sampling materials and emitters, and their combination, e.g. via multiple importance sampling (MIS). Differentiation causes a veritable explosion of this decision tree: should we differentiate only the estimator, or also the sampling technique? Should MIS be applied before or after differentiation? Are specialized derivative sampling strategies of any use? How should visibility-related discontinuities be handled when millions of parameters are differentiated simultaneously? In this paper, we provide a taxonomy and analysis of different estimators for differential light transport to provide intuition about these and related questions.
Tizian Zeltner, Sébastien Speierer, Iliyan Georgiev, Wenzel Jakob
ACM Trans. Graph.1
2020 Image-based acquisition and modeling of polarimetric reflectance
abstract
Realistic modeling of the bidirectional reflectance distribution function (BRDF) of scene objects is a vital prerequisite for any type of physically based rendering. In the last decades, the availability of databases containing real-world material measurements has fueled considerable innovation in the development of such models. However, previous work in this area was mainly focused on increasing the visual realism of images, and hence ignored the effect of scattering on the polarization state of light, which is normally imperceptible to the human eye. Existing databases thus only capture scattered flux, or polarimetric BRDF datasets are too directionally sparse (e.g., in-plane) to be usable for simulation. While subtle to human observers, polarization is easily perceived by any optical sensor (e.g., using polarizing filters), providing a wealth of additional information about shape and material properties of the object under observation. Given the increasing application of rendering in the solution of inverse problems via analysis-by-synthesis and differentiation, the ability to realistically model polarized radiative transport is thus highly desirable. Polarization depends on the wavelength of the spectrum, and thus we provide the first polarimetric BRDF (pBRDF) dataset that captures the polarimetric properties of real-world materials over the full angular domain, and at multiple wavelengths. Acquisition of such reflectance data is challenging due to the extremely large space of angular, spectral, and polarimetric configurations that must be observed, and we propose a scheme combining image-based acquisition with spectroscopic ellipsometry to perform measurements in a realistic amount of time. This process yields raw Mueller matrices, which we subsequently transform into Rusinkiewicz-parameterized pBRDFs that can be used for rendering. Our dataset provides 25 isotropic pBRDFs spanning a wide range of appearances: diffuse/specular, metallic/dielectric, rough/smooth, and different color albedos, captured in five wavelength ranges covering the visible spectrum. We demonstrate usage of our data-driven pBRDF model in a physically based renderer that accounts for polarized interreflection, and we investigate the relationship of polarization and material appearance, providing insights into the behavior of characteristic real-world pBRDFs.
Seung-Hwan Baek, Tizian Zeltner, Hyunjin Ku, Inseung Hwang, Xin Tong 0001, Wenzel Jakob, Min H. Kim 0001
ACM Trans. Graph.2
2020 Slope-space integrals for specular next event estimation
abstract
Monte Carlo light transport simulations often lack robustness in scenes containing specular or near-specular materials. Widely used uni- and bidirectional sampling strategies tend to find light paths involving such materials with insufficient probability, producing unusable images that are contaminated by significant variance. This article addresses the problem of sampling a light path connecting two given scene points via a single specular reflection or refraction, extending the range of scenes that can be robustly handled by unbiased path sampling techniques. Our technique enables efficient rendering of challenging transport phenomena caused by such paths, such as underwater caustics or caustics involving glossy metallic objects. We derive analytic expressions that predict the total radiance due to a single reflective or refractive triangle with a microfacet BSDF and we show that this reduces to the well known Lambert boundary integral for irradiance. We subsequently show how this can be leveraged to efficiently sample connections on meshes comprised of vast numbers of triangles. Our derivation builds on the theory of off-center microfacets and involves integrals in the space of surface slopes. Our approach straightforwardly applies to the related problem of rendering glints with high-resolution normal maps describing specular microstructure. Our formulation alleviates problems raised by singularities in filtering integrals and enables a generalization of previous work to perfectly specular materials. We also extend previous work to the case of GGX distributions and introduce new techniques to improve accuracy and performance.
Guillaume Loubet, Tizian Zeltner, Nicolas Holzschuch, Wenzel Jakob
ACM Trans. Graph.2
2020 Specular manifold sampling for rendering high-frequency caustics and glints
abstract
Scattering from specular surfaces produces complex optical effects that are frequently encountered in realistic scenes: intricate caustics due to focused reflection, multiple refraction, and high-frequency glints from specular microstructure. Yet, despite their importance and considerable research to this end, sampling of light paths that cause these effects remains a formidable challenge. In this article, we propose a surprisingly simple and general sampling strategy for specular light paths including the above examples, unifying the previously disjoint areas of caustic and glint rendering into a single framework. Given two path vertices, our algorithm stochastically finds a specular subpath connecting the endpoints. In contrast to prior work, our method supports high-frequency normal- or displacement-mapped geometry, samples specular-diffuse-specular ("SDS") paths, and is compatible with standard Monte Carlo methods including unidirectional path tracing. Both unbiased and biased variants of our approach can be constructed, the latter often significantly reducing variance, which may be appealing in applied settings (e.g. visual effects). We demonstrate our method on a range of challenging scenes and evaluate it against state-of-the-art methods for rendering caustics and glints.
Tizian Zeltner, Iliyan Georgiev, Wenzel Jakob
ACM Trans. Graph.1
2019 Mitsuba 2: a retargetable forward and inverse renderer
abstract
Modern rendering systems are confronted with a dauntingly large and growing set of requirements: in their pursuit of realism, physically based techniques must increasingly account for intricate properties of light, such as its spectral composition or polarization. To reduce prohibitive rendering times, vectorized renderers exploit coherence via instruction-level parallelism on CPUs and GPUs. Differentiable rendering algorithms propagate derivatives through a simulation to optimize an objective function, e.g., to reconstruct a scene from reference images. Catering to such diverse use cases is challenging and has led to numerous purpose-built systems---partly, because retrofitting features of this complexity onto an existing renderer involves an error-prone and infeasibly intrusive transformation of elementary data structures, interfaces between components, and their implementations (in other words, everything). We propose Mitsuba 2, a versatile renderer that is intrinsically retargetable to various applications including the ones listed above. Mitsuba 2 is implemented in modern C++ and leverages template metaprogramming to replace types and instrument the control flow of components such as BSDFs, volumes, emitters, and rendering algorithms. At compile time, it automatically transforms arithmetic, data structures, and function dispatch, turning generic algorithms into a variety of efficient implementations without the tedium of manual redesign. Possible transformations include changing the representation of color, generating a "wide" renderer that operates on bundles of light paths, just-in-time compilation to create computational kernels that run on the GPU, and forward/reverse-mode automatic differentiation. Transformations can be chained, which further enriches the space of algorithms derived from a single generic implementation. We demonstrate the effectiveness and simplicity of our approach on several applications that would be very challenging to create without assistance: a rendering algorithm based on coherent MCMC exploration, a caustic design method for gradient-index optics, and a technique for reconstructing heterogeneous media in the presence of multiple scattering.
Merlin Nimier-David, Delio Vicini, Tizian Zeltner, Wenzel Jakob
ACM Trans. Graph.3
2018 The layer laboratory: a calculus for additive and subtractive composition of anisotropic surface reflectance
abstract
We present a versatile computational framework for modeling the reflective and transmissive properties of arbitrarily layered anisotropic material structures. Given a set of input layers, our model synthesizes an effective BSDF of the entire structure, which accounts for all orders of internal scattering and is efficient to sample and evaluate in modern rendering systems. Our technique builds on the insight that reflectance data is sparse when expanded into a suitable frequency-space representation, and that this property extends to the class of anisotropic materials. This sparsity enables an efficient matrix calculus that admits the entire space of BSDFs and considerably expands the scope of prior work on layered material modeling. We show how both measured data and the popular class of microfacet models can be expressed in our representation, and how the presence of anisotropy leads to a weak coupling between Fourier orders in frequency space. In addition to additive composition, our models supports subtractive composition, a fascinating new operation that reconstructs the BSDF of a material that can only be observed indirectly through another layer with known reflectance properties. The operation produces a new BSDF of the desired layer as if measured in isolation. Subtractive composition can be interpreted as a type of deconvolution that removes both internal scattering and blurring due to transmission through the known layer. We experimentally demonstrate the accuracy and scope of our model and validate both additive and subtractive composition using measurements of real-world layered materials. Both implementation and data will be released to ensure full reproducibility of all of our results. 1
Tizian Zeltner, Wenzel Jakob
ACM Trans. Graph.1