EDBT 2026 Demo / reviewers in the wild / expert
Milos Hasan
dblp:24/1566
· DBLP profile ↗
53ranked-venue papers
6as first author
29since 2021 · last 2026
0000-0003-3808-6092ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 52 · 6 first-author · 28 since 2021Artificial intelligence and machine learning · 8 · 7 since 2021Human-computer interaction and ubiquitous computing · 7 · 7 since 2021
| 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 | 4 |
| 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 | 4 |
| 2025 | Buffer Anytime: Zero-Shot Video Depth and Normal from Image PriorsabstractWe present Buffer Anytime, a framework for estimation of depth and normal maps (which we call geometric buffers) from video that eliminates the need for paired video–depth and video–normal training data. Instead of relying on large-scale annotated video datasets, we demonstrate high-quality video buffer estimation by leveraging single-image priors with temporal consistency constraints. Our zero-shot training strategy combines state-of-the-art image estimation models based on optical flow smoothness through a hybrid loss function, implemented via a lightweight temporal attention architecture. Applied to leading image models like Depth Anything V2 and Marigold-E2E-FT, our approach significantly improves temporal consistency while maintaining accuracy. Experiments show that our method not only outperforms image-based approaches but also achieves results comparable to state-of-the-art video models trained on large-scale paired video datasets, despite using no such paired video data. Zhengfei Kuang, Kai Zhang 0045, Hao Tan 0002, Sai Bi, Zexiang Xu, Milos Hasan, Gordon Wetzstein, Fujun Luan |
CVPR | 8 |
| 2025 | RelitLRM: Generative Relightable Radiance for Large Reconstruction ModelsabstractWe propose RelitLRM, a Large Reconstruction Model (LRM) for generating high-quality Gaussian splatting representations of 3D objects under novel illuminations from sparse (4-8) posed images captured under unknown static lighting. Unlike prior inverse rendering methods requiring dense captures and slow optimization, often causing artifacts like incorrect highlights or shadow baking, RelitLRM adopts a feed-forward transformer-based model with a novel combination of a geometry reconstructor and a relightable appearance generator based on diffusion. The model is trained end-to-end on synthetic multi-view renderings of objects under varying known illuminations. This architecture design enables to effectively decompose geometry and appearance, resolve the ambiguity between material and lighting, and capture the multi-modal distribution of shadows and specularity in the relit appearance. We show our sparse-view feed-forward RelitLRM offers competitive relighting results to state-of-the-art dense-view optimization-based baselines while being significantly faster. Our project page is available at: https://relit-lrm.github.io/. Zhengfei Kuang, Haian Jin, Zexiang Xu, Sai Bi, Hao Tan 0002, He Zhang 0004, Milos Hasan, William T. Freeman, Kai Zhang 0045, Fujun Luan |
ICLR | 9 |
| 2025 | Generating 360° Video is What You Need For a 3D SceneabstractGenerating 3D scenes is still a challenging task due to the lack of readily available scene data. Most existing methods only produce partial scenes and provide limited navigational freedom. We introduce a practical and scalable solution that uses 360° video as an intermediate scene representation, capturing the full-scene context and ensuring consistent visual content throughout the generation. We propose WorldPrompter, a generative pipeline that synthesizes traversable 3D scenes from text prompts. WorldPrompter incorporates a conditional 360° panoramic video generator, capable of producing a 128-frame video that simulates a person walking through and capturing a virtual environment. The resulting video is then reconstructed as Gaussian splats by a fast feedforward 3D reconstructor, enabling a true walkable experience within the 3D scene. Experiments demonstrate that our panoramic video generation model, trained with a mix of image and video data, achieves convincing spatial and temporal consistency for static scenes. This is validated by an average COLMAP matching rate of 94.6%, allowing for high-quality panoramic Gaussian splat reconstruction and improved navigation throughout the scene. Qualitative and quantitative results also show it outperforms the state-of-the-art 360° video generators and 3D scene generation models. Yannick Hold-Geoffroy, Milos Hasan, Fujun Luan, Julie Dorsey |
SIGGRAPH Asia | 3 |
| 2025 | IntrinsicEdit: Precise generative image manipulation in intrinsic spaceabstractGenerative diffusion models have advanced image editing by delivering high-quality results through intuitive interfaces such as prompts, scribbles, and semantic drawing. However, these interfaces lack precise control, and associated editing methods often specialize in a single task. We introduce a versatile workflow for a range of editing tasks which operates in an intrinsic-image latent space, enabling semantic, local manipulation with pixel precision while automatically handling effects like reflections and shadows. We build on the RGB↔X diffusion framework and address its key deficiencies: the lack of identity preservation and the need to update multiple channels to achieve plausible results. We propose an edit-friendly diffusion inversion and prompt-embedding optimization to enable precise and efficient editing of only the relevant channels. Our method achieves identity preservation and resolves global illumination, without requiring task-specific model fine-tuning. We demonstrate state-of-the-art performance across a variety of tasks on complex images, including material adjustments, object insertion and removal, global relighting, and their combinations. Linjie Lyu, Valentin Deschaintre, Yannick Hold-Geoffroy, Milos Hasan, Jae Shin Yoon, Thomas Leimkühler, Christian Theobalt, Iliyan Georgiev |
ACM Trans. Graph. | 4 |
| 2025 | MaterialPicker: Multi-Modal DiT-Based Material GenerationabstractHigh-quality material generation is key for virtual environment authoring and inverse rendering. We propose MaterialPicker, a multi-modal material generator leveraging a Diffusion Transformer (DiT) architecture, improving and simplifying the creation of high-quality materials from text prompts and/or photographs. Our method can generate a material based on an image crop of a material sample, even if the captured surface is distorted, viewed at an angle or partially occluded, as is often the case in photographs of natural scenes. We further allow the user to specify a text prompt to provide additional guidance for the generation. We finetune a pre-trained DiT-based video generator into a material generator, where each material map is treated as a frame in a video sequence. We evaluate our approach both quantitatively and qualitatively and show that it enables more diverse material generation and better distortion correction than previous work. Xiaohe Ma, Valentin Deschaintre, Milos Hasan, Fujun Luan, Kun Zhou 0001, Hongzhi Wu |
ACM Trans. Graph. | 3 |
| 2025 | RNA: Relightable Neural AssetsabstractHigh-fidelity 3D assets with materials composed of fibers (including hair), complex layered material shaders, or fine scattering geometry are critical in high-end realistic rendering applications. Rendering such models is computationally expensive due to heavy shaders and long scattering paths. Moreover, implementing the shading and scattering models is non-trivial and has to be done not only in the 3D content authoring software (which is necessarily complex), but also in all downstream rendering solutions. For example, web and mobile viewers for complex 3D assets are desirable, but frequently cannot support the full shading complexity allowed by the authoring application. Our goal is to design a neural representation for 3D assets with complex shading that supports full relightability and full integration into existing renderers. We provide an end-to-end shading solution at the first intersection of a ray with the underlying geometry. All shading and scattering is precomputed and included in the neural asset; no multiple scattering paths need to be traced, and no complex shading models need to be implemented to render our assets, beyond a single neural architecture. We combine an MLP decoder with a feature grid. Shading consists of querying a feature vector, followed by an MLP evaluation producing the final reflectance value. Our method provides high-fidelity shading, close to the ground-truth Monte Carlo estimate even at close-up views. We believe our neural assets could be used in practical renderers, providing significant speed-ups and simplifying renderer implementations. Krishna Mullia, Fujun Luan, Xin Sun 0014, Milos Hasan |
ACM Trans. Graph. | 4 |
| 2024 | Precomputed Dynamic Appearance Synthesis and Rendering
Yaoyi Bai, Milos Hasan, Lingqi Yan 0001 |
EGSR (ST) | 2 |
| 2024 | Neural Product Importance Sampling via Warp CompositionabstractAchieving high efficiency in modern photorealistic rendering hinges on using Monte Carlo sampling distributions that closely approximate the illumination integral estimated for every pixel. Samples are typically generated from a set of simple distributions, each targeting a different factor in the integrand, which are combined via multiple importance sampling. The resulting mixture distribution can be far from the actual product of all factors, leading to sub-optimal variance even for direct-illumination estimation. We present a learning-based method that uses normalizing flows to efficiently importance sample illumination product integrals, e.g., the product of environment lighting and material terms. Our sampler composes a flow head warp with an emitter tail warp. The small conditional head warp is represented by a neural spline flow, while the large unconditional tail is discretized per environment map and its evaluation is instant. If the conditioning is low-dimensional, the head warp can be also discretized to achieve even better performance. We demonstrate variance reduction over prior methods on a range of applications comprising complex geometry, materials and illumination. Joey Litalien, Milos Hasan, Fujun Luan, Krishna Mullia, Iliyan Georgiev |
SIGGRAPH Asia | 2 |
| 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 | 3 |
| 2024 | Procedural Material Generation with Reinforcement LearningabstractModern 3D content creation heavily relies on procedural assets. In particular, procedural materials are ubiquitous in the industry, but their manipulation remains challenging. Previous work [Hu et al. 2023] conditionally generates procedural graphs that match a given input image. However, the parameter generation step limits how accurately the generated graph matches the input image, due to a reliance on supervision with scarcely available procedural data. We propose to improve parameter prediction accuracy for image-conditioned procedural material generation by leveraging reinforcement learning (RL) and present the first RL approach for procedural materials. RL circumvents the limited availability of procedural data, the domain gap between real and synthetic materials, and the need for end-to-end differentiable loss functions. Given a target image, we retrieve a procedural material and use an RL-trained transformer model to predict a set of parameters that reconstruct the target image as closely as possible. We show that using RL significantly improves parameter prediction to match a given target image compared to supervised methods on both synthetic and real target images. Beichen Li 0005, Paul Guerrero 0001, Milos Hasan, Liang Shi 0003, Valentin Deschaintre, Wojciech Matusik |
ACM Trans. Graph. | 4 |
| 2023 | MCNeRF: Monte Carlo Rendering and Denoising for Real-Time NeRFsabstractThe volume rendering step used in Neural Radiance Fields (NeRFs) produces highly photorealistic results, but is inherently slow because it evaluates an MLP at a large number of sample points per ray. Previous work has addressed this by either proposing neural scene representations that are faster to evaluate or by pre-computing (and approximating) scene properties to reduce render times. In this work, we propose MCNeRF, a general Monte Carlo-based rendering algorithm that can speed up any NeRF representation. We show that the NeRF volume rendering integral can be efficiently computed via Monte Carlo integration using an importance sampling scheme based on ray density distributions. This allows us to use a small number of MLP evaluations to estimate pixel radiance. These noisy Monte Carlo estimates can be further denoised using an inexpensive image-space denoiser trained per-scene. We demonstrate that MCNeRF can be used to speed up NeRF representations like TensoRF by 7 × while closely matching their visual quality and without making the scene approximations that real-time NeRF rendering methods usually make. Kunal Gupta, Milos Hasan, Zexiang Xu, Fujun Luan, Kalyan Sunkavalli, Xin Sun 0014, Manmohan Krishna Chandraker, Sai Bi |
SIGGRAPH Asia | 2 |
| 2023 | PSDR-Room: Single Photo to Scene using Differentiable RenderingabstractA 3D digital scene contains many components: lights, materials and geometries, interacting to reach the desired appearance. Staging such a scene is time-consuming and requires both artistic and technical skills. In this work, we propose PSDR-Room, a system allowing to optimize lighting as well as the pose and materials of individual objects to match a target image of a room scene, with minimal user input. To this end, we leverage a recent path-space differentiable rendering approach that provides unbiased gradients of the rendering with respect to geometry, lighting, and procedural materials, allowing us to optimize all of these components using gradient descent to visually match the input photo appearance. We use recent single-image scene understanding methods to initialize the optimization and search for appropriate 3D models and materials. We evaluate our method on real photographs of indoor scenes and demonstrate the editability of the resulting scene components. Kai Yan 0006, Fujun Luan, Milos Hasan, Thibault Groueix, Valentin Deschaintre |
SIGGRAPH Asia | 3 |
| 2023 | A Semi-Procedural Convolutional Material PriorabstractAbstract Lightweight material capture methods require a material prior, defining the subspace of plausible textures within the large space of unconstrained texel grids. Previous work has either used deep neural networks (trained on large synthetic material datasets) or procedural node graphs (constructed by expert artists) as such priors. In this paper, we propose a semi‐procedural differentiable material prior that represents materials as a set of (typically procedural) grayscale noises and patterns that are processed by a sequence of lightweight learnable convolutional filter operations. We demonstrate that the restricted structure of this architecture acts as an inductive bias on the space of material appearances, allowing us to optimize the weights of the convolutions per‐material, with no need for pre‐training on a large dataset. Combined with a differentiable rendering step and a perceptual loss, we enable single‐image tileable material capture comparable with state of the art. Our approach does not target the pixel‐perfect recovery of the material, but rather uses noises and patterns as input to match the target appearance. To achieve this, it does not require complex procedural graphs, and has a much lower complexity, computational cost and storage cost. We also enable control over the results, through changing the provided patterns and using guide maps to push the material properties towards a user‐driven objective. Xilong Zhou 0001, Milos Hasan, Valentin Deschaintre, Paul Guerrero 0001, Kalyan Sunkavalli, Nima Khademi Kalantari |
Comput. Graph. Forum | 2 |
| 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. | 3 |
| 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. | 4 |
| 2022 | PhotoScene: Photorealistic Material and Lighting Transfer for Indoor ScenesabstractMost indoor 3D scene reconstruction methods focus on recovering 3D geometry and scene layout. In this work, we go beyond this to propose PhotoScene11Code: https://github.com/ViLab-UCSD/PhotoScene, a framework that takes input image(s) of a scene along with approximately aligned CAD geometry (either reconstructed automatically or manually specified) and builds a photorealistic digital twin with high-quality materials and similar lighting. We model scene materials using procedural material graphs; such graphs represent photorealistic and resolution-independent materials. We optimize the parameters of these graphs and their texture scale and rotation, as well as the scene lighting to best match the input image via a differentiable rendering layer. We evaluate our technique on objects and layout reconstructions from ScanNet, SUN RGB-D and stock photographs, and demonstrate that our method reconstructs high-quality, fully relightable 3D scenes that can be re-rendered under arbitrary viewpoints, zooms and lighting. Yu-Ying Yeh, Zhengqin Li, Yannick Hold-Geoffroy, Rui Zhu 0026, Zexiang Xu, Milos Hasan, Kalyan Sunkavalli, Manmohan Krishna Chandraker |
CVPR | 6 |
| 2022 | Physically-Based Editing of Indoor Scene Lighting from a Single Image
Zhengqin Li, Sai Bi, Rui Zhu 0026, Kalyan Sunkavalli, Milos Hasan, Zexiang Xu, Ravi Ramamoorthi, Manmohan Krishna Chandraker |
ECCV (6) | 6 |
| 2022 | Differentiable Rendering of Neural SDFs through ReparameterizationabstractWe 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 Asia | 6 |
| 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 | 3 |
| 2022 | TileGen: Tileable, Controllable Material Generation and CaptureabstractRecent methods (e.g. MaterialGAN) have used unconditional GANs to generate per-pixel material maps, or as a prior to reconstruct materials from input photographs. These models can generate varied random material appearance, but do not have any mechanism to constrain the generated material to a specific category or to control the coarse structure of the generated material, such as the exact brick layout on a brick wall. Furthermore, materials reconstructed from a single input photo commonly have artifacts and are generally not tileable, which limits their use in practical content creation pipelines. We propose TileGen, a generative model for SVBRDFs that is specific to a material category, always tileable, and optionally conditional on a provided input structure pattern. TileGen is a variant of StyleGAN whose architecture is modified to always produce tileable (periodic) material maps. In addition to the standard “style” latent code, TileGen can optionally take a condition image, giving a user direct control over the dominant spatial (and optionally color) features of the material. For example, in brick materials, the user can specify a brick layout and the brick color, or in leather materials, the locations of wrinkles and folds. Our inverse rendering approach can find a material perceptually matching a single target photograph by optimization. This reconstruction can also be conditional on a user-provided pattern. The resulting materials are tileable, can be larger than the target image, and are editable by varying the condition. Xilong Zhou 0001, Milos Hasan, Valentin Deschaintre, Paul Guerrero 0001, Kalyan Sunkavalli, Nima Khademi Kalantari |
SIGGRAPH Asia | 2 |
| 2022 | Controlling Material Appearance by ExamplesabstractAbstract Despite the ubiquitous use of materials maps in modern rendering pipelines, their editing and control remains a challenge. In this paper, we present an example‐based material control method to augment input material maps based on user‐provided material photos. We train a tileable version of MaterialGAN and leverage its material prior to guide the appearance transfer, optimizing its latent space using differentiable rendering. Our method transfers the micro and meso‐structure textures of user provided target(s) photographs, while preserving the structure and quality of the input material. We show our methods can control existing material maps, increasing realism or generating new, visually appealing materials. Milos Hasan, Paul Guerrero 0001, Holly E. Rushmeier, Valentin Deschaintre |
Comput. Graph. Forum | 2 |
| 2022 | MatFormer: a generative model for procedural materialsabstractProcedural material graphs are a compact, parameteric, and resolution-independent representation that are a popular choice for material authoring. However, designing procedural materials requires significant expertise and publicly accessible libraries contain only a few thousand such graphs. We present MatFormer, a generative model that can produce a diverse set of high-quality procedural materials with complex spatial patterns and appearance. While procedural materials can be modeled as directed (operation) graphs, they contain arbitrary numbers of heterogeneous nodes with unstructured, often long-range node connections, and functional constraints on node parameters and connections. MatFormer addresses these challenges with a multi-stage transformer-based model that sequentially generates nodes, node parameters, and edges, while ensuring the semantic validity of the graph. In addition to generation, MatFormer can be used for the auto-completion and exploration of partial material graphs. We qualitatively and quantitatively demonstrate that our method outperforms alternative approaches, in both generated graph and material quality. Paul Guerrero 0001, Milos Hasan, Kalyan Sunkavalli, Radomír Mech, Tamy Boubekeur, Niloy J. Mitra |
ACM Trans. Graph. | 2 |
| 2021 | OpenRooms: An Open Framework for Photorealistic Indoor Scene DatasetsabstractWe propose a novel framework for creating large-scale photorealistic datasets of indoor scenes, with ground truth geometry, material, lighting and semantics. Our goal is to make the dataset creation process widely accessible, transforming scans into photorealistic datasets with high-quality ground truth for appearance, layout, semantic labels, high quality spatially-varying BRDF and complex lighting, including direct, indirect and visibility components. This enables important applications in inverse rendering, scene understanding and robotics. We show that deep networks trained on the proposed dataset achieve competitive performance for shape, material and lighting estimation on real images, enabling photorealistic augmented reality applications, such as object insertion and material editing. We also show our semantic labels may be used for segmentation and multi-task learning. Finally, we demonstrate that our framework may also be integrated with physics engines, to create virtual robotics environments with unique ground truth such as friction coefficients and correspondence to real scenes. The dataset and all the tools to create such datasets will be made publicly available.1 Zhengqin Li, Ting-Wei Yu, Shen Sang, Sarah Wang, Yu-Ying Yeh, Rui Zhu 0026, Nitesh B. Gundavarapu, Sai Bi, Hong-Xing Yu, Zexiang Xu, Kalyan Sunkavalli, Milos Hasan, Ravi Ramamoorthi, Manmohan Krishna Chandraker |
CVPR | 15 |
| 2021 | NeuTex: Neural Texture Mapping for Volumetric Neural RenderingabstractRecent work [28], [5] has demonstrated that volumetric scene representations combined with differentiable volume rendering can enable photo-realistic rendering for challenging scenes that mesh reconstruction fails on. However, these methods entangle geometry and appearance in a "black-box" volume that cannot be edited. Instead, we present an approach that explicitly disentangles geometry—represented as a continuous 3D volume—from appearance—represented as a continuous 2D texture map. We achieve this by introducing a 3D-to-2D texture mapping (or surface parameterization) network into volumetric representations. We constrain this texture mapping network using an additional 2D-to-3D inverse mapping network and a novel cycle consistency loss to make 3D surface points map to 2D texture points that map back to the original 3D points. We demonstrate that this representation can be reconstructed using only multi-view image supervision and generates high-quality rendering results. More importantly, by separating geometry and texture, we allow users to edit appearance by simply editing 2D texture maps. Fanbo Xiang, Zexiang Xu, Milos Hasan, Yannick Hold-Geoffroy, Kalyan Sunkavalli, Hao Su 0001 |
CVPR | 3 |
| 2021 | Path graphs: iterative path space filteringabstractTo render higher quality images from the samples generated by path tracing with a low sample count, we propose a novel path reuse approach that processes a fixed collection of paths to iteratively refine and improve radiance estimates throughout the scene. Our method operates on a path graph consisting of the union of the traced paths with additional neighbor edges inserted among clustered nearby vertices. Our approach refines the initial noisy radiance estimates via an aggregation operator, treating vertices within clusters as independent sampling techniques that can be combined using MIS. In a novel step, we also introduce a propagation operator to forward the refined estimates along the paths to successive bounces. We apply the aggregation and propagation operations to the graph iteratively, progressively refining the radiance values, converging to fixed-point radiance estimates with lower variance than the original ones. We also introduce a decorrelation (final gather) step, which uses information already in the graph and is cheap to compute, allowing us to combine the method with standard denoisers. Our approach is lightweight, in the sense that it can be easily plugged into any standard path tracer and neural final image denoiser. Furthermore, it is independent of scene complexity, as the graph size only depends on image resolution and average path depth. We demonstrate that our technique leads to realistic rendering results starting from as low as 1 path per pixel, even in complex indoor scenes dominated by multi-bounce indirect illumination. Milos Hasan, Nathan Carr 0001, Zexiang Xu, Steve Marschner |
ACM Trans. Graph. | 2 |
| 2021 | NeuMIP: multi-resolution neural materialsabstractWe propose NeuMIP, a neural method for representing and rendering a variety of material appearances at different scales. Classical prefiltering (mipmapping) methods work well on simple material properties such as diffuse color, but fail to generalize to normals, self-shadowing, fibers or more complex microstructures and reflectances. In this work, we generalize traditional mipmap pyramids to pyramids of neural textures, combined with a fully connected network. We also introduce neural offsets, a novel method which enables rendering materials with intricate parallax effects without any tessellation. This generalizes classical parallax mapping, but is trained without supervision by any explicit heightfield. Neural materials within our system support a 7-dimensional query, including position, incoming and outgoing direction, and the desired filter kernel size. The materials have small storage (on the order of standard mipmapping except with more texture channels), and can be integrated within common Monte-Carlo path tracing systems. We demonstrate our method on a variety of materials, resulting in complex appearance across levels of detail, with accurate parallax, self-shadowing, and other effects. Alexandr Kuznetsov, Krishna Mullia, Zexiang Xu, Milos Hasan, Ravi Ramamoorthi |
ACM Trans. Graph. | 4 |
| 2021 | Neural complex luminaires: representation and renderingabstractComplex luminaires, such as grand chandeliers, can be extremely costly to render because the light-emitting sources are typically encased in complex refractive geometry, creating difficult light paths that require many samples to evaluate with Monte Carlo approaches. Previous work has attempted to speed up this process, but the methods are either inaccurate, require the storage of very large lightfields, and/or do not fit well into modern path-tracing frameworks. Inspired by the success of deep networks, which can model complex relationships robustly and be evaluated efficiently, we propose to use a machine learning framework to compress a complex luminaire's lightfield into an implicit neural representation. Our approach can easily plug into conventional renderers, as it works with the standard techniques of path tracing and multiple importance sampling (MIS). Our solution is to train three networks to perform the essential operations for evaluating the complex luminaire at a specific point and view direction, importance sampling a point on the luminaire given a shading location, and blending to determine the transparency of luminaire queries to properly composite them with other scene elements. We perform favorably relative to state-of-the-art approaches and render final images that are close to the high-sample-count reference with only a fraction of the computation and storage costs, with no need to store the original luminaire geometry and materials. Junqiu Zhu, Yaoyi Bai, Zilin Xu, Steve Bako, Edgar Velázquez-Armendáriz, Lu Wang 0007, Pradeep Sen, Milos Hasan, Lingqi Yan 0001 |
ACM Trans. Graph. | 8 |
| 2020 | Deep Reflectance Volumes: Relightable Reconstructions from Multi-view Photometric Images
Sai Bi, Zexiang Xu, Kalyan Sunkavalli, Milos Hasan, Yannick Hold-Geoffroy, David J. Kriegman, Ravi Ramamoorthi |
ECCV (3) | 4 |
| 2020 | A Bayesian Inference Framework for Procedural Material Parameter EstimationabstractAbstract Procedural material models have been gaining traction in many applications thanks to their flexibility, compactness, and easy editability. We explore the inverse rendering problem of procedural material parameter estimation from photographs, presenting a unified view of the problem in a Bayesian framework. In addition to computing point estimates of the parameters by optimization, our framework uses a Markov Chain Monte Carlo approach to sample the space of plausible material parameters, providing a collection of plausible matches that a user can choose from, and efficiently handling both discrete and continuous model parameters. To demonstrate the effectiveness of our framework, we fit procedural models of a range of materials—wall plaster, leather, wood, anisotropic brushed metals and layered metallic paints—to both synthetic and real target images. Yu Guo 0007, Milos Hasan, Lingqi Yan 0001 |
Comput. Graph. Forum | 2 |
| 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. | 2 |
| 2020 | MaterialGAN: reflectance capture using a generative SVBRDF modelabstractWe address the problem of reconstructing spatially-varying BRDFs from a small set of image measurements. This is a fundamentally under-constrained problem, and previous work has relied on using various regularization priors or on capturing many images to produce plausible results. In this work, we present MaterialGAN , a deep generative convolutional network based on StyleGAN2, trained to synthesize realistic SVBRDF parameter maps. We show that MaterialGAN can be used as a powerful material prior in an inverse rendering framework: we optimize in its latent representation to generate material maps that match the appearance of the captured images when rendered. We demonstrate this framework on the task of reconstructing SVBRDFs from images captured under flash illumination using a hand-held mobile phone. Our method succeeds in producing plausible material maps that accurately reproduce the target images, and outperforms previous state-of-the-art material capture methods in evaluations on both synthetic and real data. Furthermore, our GAN-based latent space allows for high-level semantic material editing operations such as generating material variations and material morphing. Yu Guo 0007, Cameron Smith, Milos Hasan, Kalyan Sunkavalli |
ACM Trans. Graph. | 3 |
| 2020 | Match: differentiable material graphs for procedural material captureabstractWe present MATch , a method to automatically convert photographs of material samples into production-grade procedural material models. At the core of MATch is a new library DiffMat that provides differentiable building blocks for constructing procedural materials, and automatic translation of large-scale procedural models, with hundreds to thousands of node parameters, into differentiable node graphs. Combining these translated node graphs with a rendering layer yields an end-to-end differentiable pipeline that maps node graph parameters to rendered images. This facilitates the use of gradient-based optimization to estimate the parameters such that the resulting material, when rendered, matches the target image appearance, as quantified by a style transfer loss. In addition, we propose a deep neural feature-based graph selection and parameter initialization method that efficiently scales to a large number of procedural graphs. We evaluate our method on both rendered synthetic materials and real materials captured as flash photographs. We demonstrate that MATch can reconstruct more accurate, general, and complex procedural materials compared to the state-of-the-art. Moreover, by producing a procedural output, we unlock capabilities such as constructing arbitrary-resolution material maps and parametrically editing the material appearance. Liang Shi 0003, Beichen Li 0005, Milos Hasan, Kalyan Sunkavalli, Tamy Boubekeur, Radomír Mech, Wojciech Matusik |
ACM Trans. Graph. | 3 |
| 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. | 2 |
| 2019 | Learning generative models for rendering specular microgeometryabstractRendering specular material appearance is a core problem of computer graphics. While smooth analytical material models are widely used, the high-frequency structure of real specular highlights requires considering discrete, finite microgeometry. Instead of explicit modeling and simulation of the surface microstructure (which was explored in previous work), we propose a novel direction: learning the high-frequency directional patterns from synthetic or measured examples, by training a generative adversarial network (GAN). A key challenge in applying GAN synthesis to spatially varying BRDFs is evaluating the reflectance for a single location and direction without the cost of evaluating the whole hemisphere. We resolve this using a novel method for partial evaluation of the generator network. We are also able to control large-scale spatial texture using a conditional GAN approach. The benefits of our approach include the ability to synthesize spatially large results without repetition, support for learning from measured data, and evaluation performance independent of the complexity of the dataset synthesis or measurement. Alexandr Kuznetsov, Milos Hasan, Zexiang Xu, Lingqi Yan 0001, Bruce Walter, Nima Khademi Kalantari, Steve Marschner, Ravi Ramamoorthi |
ACM Trans. Graph. | 2 |
| 2018 | Position-free monte carlo simulation for arbitrary layered BSDFsabstractReal-world materials are often layered: metallic paints, biological tissues, and many more. Variation in the interface and volumetric scattering properties of the layers leads to a rich diversity of material appearances from anisotropic highlights to complex textures and relief patterns. However, simulating light-layer interactions is a challenging problem. Past analytical or numerical solutions either introduce several approximations and limitations, or rely on expensive operations on discretized BSDFs, preventing the ability to freely vary the layer properties spatially. We introduce a new unbiased layered BSDF model based on Monte Carlo simulation, whose only assumption is the layer assumption itself. Our novel position-free path formulation is fundamentally more powerful at constructing light transport paths than generic light transport algorithms applied to the special case of flat layers, since it is based on a product of solid angle instead of area measures, so does not contain the high-variance geometry terms needed in the standard formulation. We introduce two techniques for sampling the position-free path integral, a forward path tracer with next-event estimation and a full bidirectional estimator. We show a number of examples, featuring multiple layers with surface and volumetric scattering, surface and phase function anisotropy, and spatial variation in all parameters. Yu Guo 0007, Milos Hasan |
ACM Trans. Graph. | 2 |
| 2018 | Rendering specular microgeometry with wave opticsabstractSimulation of light reflection from specular surfaces is a core problem of computer graphics. Existing solutions either make the approximation of providing only a large-area average solution in terms of a fixed BRDF (ignoring spatial detail), or are specialized for specific microgeometry (e.g. 1D scratches), or are based only on geometric optics (which is an approximation to more accurate wave optics). We design the first rendering algorithm based on a wave optics model that is also able to compute spatially-varying specular highlights with high-resolution detail on general surface microgeometry. We compute a wave optics reflection integral over the coherence area; our solution is based on approximating the phase-delay grating representation of a micron-resolution surface heightfield using Gabor kernels. We found that the appearance difference between the geometric and wave solution is more dramatic when spatial detail is taken into account. The visualizations of the corresponding BRDF lobes differ significantly. Moreover, the wave optics solution varies as a function of wavelength, predicting noticeable color effects in the highlights. Our results show both single-wavelength and spectral solution to reflection from common everyday objects, such as brushed, scratched and bumpy metals. Lingqi Yan 0001, Milos Hasan, Bruce Walter, Steve Marschner, Ravi Ramamoorthi |
ACM Trans. Graph. | 2 |
| 2016 | Position-normal distributions for efficient rendering of specular microstructureabstractSpecular BRDF rendering traditionally approximates surface microstructure using a smooth normal distribution, but this ignores glinty effects, easily observable in the real world. While modeling the actual surface microstructure is possible, the resulting rendering problem is prohibitively expensive. Recently, Yan et al. [2014] and Jakob et al. [2014] made progress on this problem, but their approaches are still expensive and lack full generality in their material and illumination support. We introduce an efficient and general method that can be easily integrated in a standard rendering system. We treat a specular surface as a four-dimensional position-normal distribution , and fit this distribution using millions of 4D Gaussians, which we call elements. This leads to closed-form solutions to the required BRDF evaluation and sampling queries, enabling the first practical solution to rendering specular microstructure. Lingqi Yan 0001, Milos Hasan, Steve Marschner, Ravi Ramamoorthi |
ACM Trans. Graph. | 2 |
| 2016 | Simulating the structure and texture of solid woodabstractWood is an important decorative material prized for its unique appearance. It is commonly rendered using artistically authored 2D color and bump textures, which reproduces color patterns on flat surfaces well. But the dramatic anisotropic specular figure caused by wood fibers, common in curly maple and other species, is harder to achieve. While suitable BRDF models exist, the texture parameter maps for these wood BRDFs are difficult to author---good results have been shown with elaborate measurements for small flat samples, but these models are not much used in practice. Furthermore, mapping 2D image textures onto 3D objects leads to distortion and inconsistencies. Procedural volumetric textures solve these geometric problems, but existing methods produce much lower quality than image textures. This paper aims to bring the best of all these techniques together: we present a comprehensive volumetric simulation of wood appearance, including growth rings, color variation, pores, rays, and growth distortions. The fiber directions required for anisotropic specular figure follow naturally from the distortions. Our results rival the quality of textures based on photographs, but with the consistency and convenience of a volumetric model. Our model is modular, with components that are intuitive to control, fast to compute, and require minimal storage. Albert J. Liu, Zhao Dong 0001, Milos Hasan, Steve Marschner |
ACM Trans. Graph. | 3 |
| 2014 | Scalable Realistic Rendering with Many-Light MethodsabstractAbstract Recent years have seen increasing attention and significant progress in many‐light rendering, a class of methods for efficient computation of global illumination. The many‐light formulation offers a unified mathematical framework for the problem reducing the full lighting transport simulation to the calculation of the direct illumination from many virtual light sources. These methods are unrivaled in their scalability: they are able to produce plausible images in a fraction of a second but also converge to the full solution over time. In this state‐of‐the‐art report, we give an easy‐to‐follow, introductory tutorial of the many‐light theory; provide a comprehensive, unified survey of the topic with a comparison of the main algorithms; discuss limitations regarding materials and light transport phenomena and present a vision to motivate and guide future research. We will cover both the fundamental concepts as well as improvements, extensions and applications of many‐light rendering. Carsten Dachsbacher, Jaroslav Krivánek, Milos Hasan, Adam Arbree, Bruce Walter, Jan Novák |
Comput. Graph. Forum | 3 |
| 2014 | Progressive Light Transport Simulation on the GPU: Survey and ImprovementsabstractGraphics Processing Units (GPUs) recently became general enough to enable implementation of a variety of light transport algorithms. However, the efficiency of these GPU implementations has received relatively little attention in the research literature and no systematic study on the topic exists to date. The goal of our work is to fill this gap. Our main contribution is a comprehensive and in-depth investigation of the efficiency of the GPU implementation of a number of classic as well as more recent progressive light transport simulation algorithms. We present several improvements over the state-of-the-art. In particular, our light vertex cache, a new approach to mapping connections of subpath vertices in bidirectional path tracing on the GPU, outperforms the existing implementations by 30--60%. We also describe a first GPU implementation of the recently introduced vertex connection and merging algorithm [Georgiev et al. 2012], showing that even relatively complex light transport algorithms can be efficiently mapped on the GPU. With the implementation of many of the state-of-the-art algorithms within a single system at our disposal, we present a unique direct comparison and analysis of their relative performance. Tomás Davidovic, Jaroslav Krivánek, Milos Hasan, Philipp Slusallek |
ACM Trans. Graph. | 3 |
| 2014 | Discrete stochastic microfacet modelsabstractThis paper investigates rendering glittery surfaces, ones which exhibit shifting random patterns of glints as the surface or viewer moves. It applies both to dramatically glittery surfaces that contain mirror-like flakes and also to rough surfaces that exhibit more subtle small scale glitter, without which most glossy surfaces appear too smooth in close-up. These phenomena can in principle be simulated by high-resolution normal maps, but maps with tiny features create severe aliasing problems under narrow-angle illumination. In this paper we present a stochastic model for the effects of random subpixel structures that generates glitter and spatial noise that behave correctly under different illumination conditions and viewing distances, while also being temporally coherent so that they look right in motion. The model is based on microfacet theory, but it replaces the usual continuous microfacet distribution with a discrete distribution of scattering particles on the surface. A novel stochastic hierarchy allows efficient evaluation in the presence of large numbers of random particles, without ever having to consider the particles individually. This leads to a multiscale procedural BRDF that is readily implemented in standard rendering systems, and which converges back to the smooth case in the limit. Wenzel Jakob, Milos Hasan, Lingqi Yan 0001, Jason Lawrence, Ravi Ramamoorthi, Steve Marschner |
ACM Trans. Graph. | 2 |
| 2014 | Rendering glints on high-resolution normal-mapped specular surfacesabstractComplex specular surfaces under sharp point lighting show a fascinating glinty appearance, but rendering it is an unsolved problem. Using Monte Carlo pixel sampling for this purpose is impractical: the energy is concentrated in tiny highlights that take up a minuscule fraction of the pixel. We instead compute an accurate solution using a completely different deterministic approach. Our method considers the true distribution of normals on a surface patch seen through a single pixel, which can be highly complex. We show how to evaluate this distribution efficiently, assuming a Gaussian pixel footprint and Gaussian intrinsic roughness. We also take advantage of hierarchical pruning of position-normal space to rapidly find texels that might contribute to a given normal distribution evaluation. Our results show complex, temporally varying glints from materials such as bumpy plastics, brushed and scratched metals, metallic paint and ocean waves. Lingqi Yan 0001, Milos Hasan, Wenzel Jakob, Jason Lawrence, Steve Marschner, Ravi Ramamoorthi |
ACM Trans. Graph. | 2 |
| 2013 | Interactive albedo editing in path-traced volumetric materialsabstractMaterials such as clothing or carpets, or complex assemblies of small leaves, flower petals, or mosses, do not fit well into either BRDF or BSSRDF models. Their appearance is a complex combination of reflection, transmission, scattering, shadowing, and inter-reflection. This complexity can be handled by simulating the full volumetric light transport within these materials by Monte Carlo algorithms, but there is no easy way to construct the necessary distributions of local material properties thatwould lead to the desired global appearance. In this article, we consider one way to alleviate the problem: an editing algorithm that enables a material designer to set the local (singlescattering) albedo coefficients interactively, and see an immediate update of the emergent appearance in the image. This is a difficult problem, since the function from materials to pixel values is neither linear nor low-order polynomial. We combine the following two ideas to achieve high-dimensional heterogeneous edits: precomputing the homogeneous mapping of albedo to intensity, and a large Jacobian matrix, which encodes the derivatives of each image pixel with respect to each albedo coefficient. Combining these two datasets leads to an interactive editing algorithm with a very good visual match to a fully path-traced ground truth. Milos Hasan, Ravi Ramamoorthi |
ACM Trans. Graph. | 1 |
| 2013 | Modular flux transfer: efficient rendering of high-resolution volumes with repeated structuresabstractThe highest fidelity images to date of complex materials like cloth use extremely high-resolution volumetric models. However, rendering such complex volumetric media is expensive, with brute-force path tracing often the only viable solution. Fortunately, common volumetric materials (fabrics, finished wood, synthesized solid textures) are structured, with repeated patterns approximated by tiling a small number of exemplar blocks. In this paper, we introduce a precomputation-based rendering approach for such volumetric media with repeated structures based on a modular transfer formulation. We model each exemplar block as a voxel grid and precompute voxel-to-voxel, patch-to-patch, and patch-to-voxel flux transfer matrices. At render time, when blocks are tiled to produce a high-resolution volume, we accurately compute low-order scattering, with modular flux transfer used to approximate higher-order scattering. We achieve speedups of up to 12× over path tracing on extremely complex volumes, with minimal loss of quality. In addition, we demonstrate that our approach outperforms photon mapping on these materials. Milos Hasan, Ravi Ramamoorthi, Kavita Bala |
ACM Trans. Graph. | 2 |
| 2010 | Combining global and local virtual lights for detailed glossy illuminationabstractAccurately rendering glossy materials in design applications, where previewing and interactivity are important, remains a major challenge. While many fast global illumination solutions have been proposed, all of them work under limiting assumptions on the materials and lighting in the scene. In the presence of many glossy (directionally scattering) materials, fast solutions either fail or degenerate to inefficient, brute-force simulations of the underlying light transport. In particular, many-light algorithms are able to provide fast approximations by clamping elements of the light transport matrix, but they eliminate the part of the transport that contributes to accurate glossy appearance. In this paper we introduce a solution that separately solves for the global (low-rank, dense) and local (highrank, sparse) illumination components. For the low-rank component we introduce visibility clustering and approximation, while for the high-rank component we introduce a local light technique to correct for the missing illumination. Compared to competing techniques we achieve superior gloss rendering in minutes, making our technique suitable for applications such as industrial design and architecture, where material appearance is critical. Tomás Davidovic, Jaroslav Krivánek, Milos Hasan, Philipp Slusallek, Kavita Bala |
ACM Trans. Graph. | 3 |
| 2010 | Physical reproduction of materials with specified subsurface scatteringabstractWe investigate a complete pipeline for measuring, modeling, and fabricating objects with specified subsurface scattering behaviors. The process starts with measuring the scattering properties of a given set of base materials, determining their radial reflection and transmission profiles. We describe a mathematical model that predicts the profiles of different stackings of base materials, at arbitrary thicknesses. In an inverse process, we can then specify a desired reflection profile and compute a layered composite material that best approximates it. Our algorithm efficiently searches the space of possible combinations of base materials, pruning unsatisfactory states imposed by physical constraints. We validate our process by producing both homogeneous and heterogeneous composites fabricated using a multi-material 3D printer. We demonstrate reproductions that have scattering properties approximating complex materials. Milos Hasan, Martin Fuchs 0001, Wojciech Matusik, Hanspeter Pfister, Szymon Rusinkiewicz |
ACM Trans. Graph. | 1 |
| 2009 | Virtual spherical lights for many-light rendering of glossy scenesabstractIn this paper, we aim to lift the accuracy limitations of many-light algorithms by introducing a new light type, the virtual spherical light (VSL). The illumination contribution of a VSL is computed over a non-zero solid angle, thus eliminating the illumination spikes that virtual point lights used in traditional many-light methods are notorious for. The VSL enables application of many-light approaches in scenes with glossy materials and complex illumination that could previously be rendered only by much slower algorithms. By combining VSLs with the matrix row-column sampling algorithm, we achieve high-quality images in one to four minutes, even in scenes where path tracing or photon mapping take hours to converge. Milos Hasan, Jaroslav Krivánek, Bruce Walter, Kavita Bala |
ACM Trans. Graph. | 1 |
| 2009 | Automatic bounding of programmable shaders for efficient global illuminationabstractThis paper describes a technique to automatically adapt programmable shaders for use in physically-based rendering algorithms. Programmable shading provides great flexibility and power for creating rich local material detail, but only allows the material to be queried in one limited way: point sampling. Physically-based rendering algorithms simulate the complex global flow of light through an environment but rely on higher level information about the material properties, such as importance sampling and bounding, to intelligently solve high dimensional rendering integrals. We propose using a compiler to automatically generate interval versions of programmable shaders that can be used to provide the higher level query functions needed by physically-based rendering without the need for user intervention or expertise. We demonstrate the use of programmable shaders in two such algorithms, multidimensional lightcuts and photon mapping, for a wide range of scenes including complex geometry, materials and lighting. Edgar Velázquez-Armendáriz, Milos Hasan, Bruce Walter, Kavita Bala |
ACM Trans. Graph. | 3 |
| 2008 | Tensor Clustering for Rendering Many-Light AnimationsabstractAbstract Rendering animations of scenes with deformable objects, camera motion, and complex illumination, including indirect lighting and arbitrary shading, is a long‐standing challenge. Prior work has shown that complex lighting can be accurately approximated by a large collection of point lights. In this formulation, rendering of animation sequences becomes the problem of efficiently shading many surface samples from many lights across several frames. This paper presents a tensor formulation of the animated many‐light problem, where each element of the tensor expresses the contribution of one light to one pixel in one frame. We sparsely sample rows and columns of the tensor, and introduce a clustering algorithm to select a small number of representative lights to efficiently approximate the animation. Our algorithm achieves efficiency by reusing representatives across frames, while minimizing temporal flicker. We demonstrate our algorithm in a variety of scenes that include deformable objects, complex illumination and arbitrary shading and show that a surprisingly small number of representative lights is sufficient for high quality rendering. We believe out algorithm will find practical use in applications that require fast previews of complex animation. Milos Hasan, Edgar Velázquez-Armendáriz, Fabio Pellacini, Kavita Bala |
Comput. Graph. Forum | 1 |
| 2007 | Matrix row-column sampling for the many-light problemabstractRendering complex scenes with indirect illumination, high dynamic range environment lighting, and many direct light sources remains a challenging problem. Prior work has shown that all these effects can be approximated by many point lights. This paper presents a scalable solution to the many-light problem suitable for a GPU implementation. We view the problem as a large matrix of sample-light interactions; the ideal final image is the sum of the matrix columns. We propose an algorithm for approximating this sum by sampling entire rows and columns of the matrix on the GPU using shadow mapping. The key observation is that the inherent structure of the transfer matrix can be revealed by sampling just a small number of rows and columns. Our prototype implementation can compute the light transfer within a few seconds for scenes with indirect and environment illumination, area lights, complex geometry and arbitrary shaders. We believe this approach can be very useful for rapid previewing in applications like cinematic and architectural lighting design. Milos Hasan, Fabio Pellacini, Kavita Bala |
ACM Trans. Graph. | 1 |
| 2006 | Direct-to-indirect transfer for cinematic relightingabstractThis paper presents an interactive GPU-based system for cinematic relighting with multiple-bounce indirect illumination from a fixed view-point. We use a deep frame-buffer containing a set of view samples, whose indirect illumination is recomputed from the direct illumination on a large set of gather samples, distributed around the scene. This direct-to-indirect transfer is a linear transform which is particularly large, given the size of the view and gather sets. This makes it hard to precompute, store and multiply with. We address this problem by representing the transform as a set of sparse matrices encoded in wavelet space. A hierarchical construction is used to impose a wavelet basis on the unstructured gather cloud, and an image-based approach is used to map the sparse matrix computations to the GPU. We precompute the transfer matrices using a hierarchical algorithm and a variation of photon mapping in less than three hours on one processor. We achieve high-quality indirect illumination at 10-20 frames per second for complex scenes with over 2 million polygons, with diffuse and glossy materials, and arbitrary direct lighting models (expressed using shaders). We compute per-pixel indirect illumination without the need of irradiance caching or other subsampling techniques. Milos Hasan, Fabio Pellacini, Kavita Bala |
ACM Trans. Graph. | 1 |