EDBT 2026 Demo / reviewers in the wild / expert
Daqi Lin
dblp:241/0808
· DBLP profile ↗
15ranked-venue papers
4as first author
13since 2021 · last 2026
0000-0002-5139-6418ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 15 · 4 first-author · 13 since 2021Human-computer interaction and ubiquitous computing · 5 · 1 first-author · 3 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Stochastic Pairwise MIS for Unbiased Large-Kernel Reuse in Real-TimeabstractAbstract Spatiotemporal resampling methods such as ReSTIR decrease noise in Monte Carlo rendering of dynamic content by reusing paths across frames and pixels. Standard ReSTIR reuses spatially from a small number of randomly selected neighbors. This reuse suffers when few neighbors contain contributing samples, reducing quality toward that of the underlying path sampler. This commonly occurs during camera or object motion, as regions not present in prior frames are revealed. Increasing the number of spatial neighbors helps but also increases cost. We propose a novel spatial neighbor selection technique, stochastic pairwise MIS, which enables unbiased reuse from many neighbors in real time and focuses reuse on pixels with contributing samples. This provides a significant increase in image quality overall, especially in regions with poor input samples. Trevor Hedstrom, Markus Kettunen 0001, Daqi Lin, Chris Wyman, Tzu-Mao Li |
Comput. Graph. Forum | 3 |
| 2026 | Gradient-Domain ReSTIR Path TracingabstractAbstract Gradient‐domain rendering accelerates realistic image synthesis by also estimating pixel color differences, which helps reconstruct high frequencies in the image domain. Converged images still require many samples per pixel even with denoising, and to this date, no real‐time gradient‐domain rendering methods have been proposed. We enable gradient‐domain methods in real‐time rendering by spatiotemporal sample reuse with a novel path space extension in gradient image rendering. We further explore this concept by implementing ReSTIR G‐PT, ReSTIR gradient‐domain path tracing, and find that relative sparsity of the gradient image allows highly selective spatial reuse and real‐time frame rates. Our method outperforms the baseline methods visually and statistically. Chris Wyman, Markus Kettunen 0001, Daqi Lin |
Comput. Graph. Forum | 4 |
| 2025 | ReSTIR PG: Path Guiding with Spatiotemporally Resampled PathsabstractWe present ReSTIR Path Guiding (ReSTIR-PG), a real-time method that extracts guiding distributions from resampled paths produced by ReSTIR and uses them to generate improved initial candidates for the next frame. While ReSTIR significantly reduces variance through spatiotemporal resampling, its effectiveness is ultimately limited by the quality of the initial candidates, which are often poorly distributed and introduce correlation artifacts. Our key observation is that ReSTIR’s accepted paths already approximate the target path contribution density, and that their bounce directions follow the ideal distribution for local path guiding – the product of incident radiance and the cosine-weighted BSDF. We exploit this structure to fit lightweight guiding distributions using each frame’s resampled paths by density estimation. Compared to conventional guiding based on raw path-traced samples, ReSTIR-PG closes the loop between guiding and resampling. Our method achieves lower variance, faster response time to scene change, reduced correlation artifacts, all while preserving real-time performance. Zheng Zeng 0005, Markus Kettunen 0001, Chris Wyman, Ravi Ramamoorthi, Lingqi Yan 0001, Daqi Lin |
SIGGRAPH Asia | 7 |
| 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 | 6 |
| 2025 | Real-time Level-of-detail Strand-based RenderingabstractAbstract We present a real‐time strand‐based rendering framework that ensures seamless transitions between different level‐of‐detail (LoD) while maintaining a consistent appearance. We first introduce an aggregated BCSDF model to accurately capture both single and multiple scattering within the cluster for hairs and fibers. Building upon this, we further introduce a LoD framework for hair rendering that dynamically, adaptively, and independently replaces clusters of individual hairs with thick strands based on their projected screen widths. Through tests on diverse hairstyles with various hair colors and animation, as well as knit patches, our framework closely replicates the appearance of multiple‐scattered full geometries at various viewing distances, achieving up to a 13× speedup. Tao Huang 0026, Daqi Lin, Junqiu Zhu, Lingqi Yan 0001, Kui Wu 0003 |
Comput. Graph. Forum | 3 |
| 2025 | Many-Light Rendering Using ReSTIR-Sampled Shadow MapsabstractAbstract We present a practical method targeting dynamic shadow maps for many light sources in real‐time rendering. We compute full‐resolution shadow maps for a subset of lights, which we select with spatiotemporal reservoir resampling (ReSTIR). Our selection strategy automatically regenerates shadow maps for lights with the strongest contributions to pixels in the current camera view. The remaining lights are handled using imperfect shadow maps, which provide low‐resolution shadow approximation. We significantly reduce the computation and storage compared to using all full‐resolution shadow maps and substantially improve shadow quality compared to handling all lights with imperfect shadow maps. Song Zhang 0007, Daqi Lin, Chris Wyman, Cem Yuksel |
Comput. Graph. Forum | 2 |
| 2025 | ReSTIR BDPT: Bidirectional ReSTIR Path Tracing with CausticsabstractRecent spatiotemporal resampling algorithms (ReSTIR) accelerate real-time path tracing by reusing samples between pixels and frames. However, existing methods are limited by the sampling quality of path tracing, making them inefficient for scenes with caustics and hard-to-reach lights. We develop a ReSTIR variant incorporating bidirectional path tracing that significantly improves the sampling quality in these scenes. Combining bidirectional path tracing and ReSTIR introduces multiple challenges: the generalized resampled importance sampling (GRIS) behind ReSTIR is, by default, not aware of how a path was sampled, which complicates reuse of bidirectional paths. Light tracing is also challenging since light subpaths can contribute to all pixels. To address these challenges, we apply GRIS in a sampling technique-aware extended path space, design a bidirectional hybrid shift mapping, and introduce caustics reservoirs that can accumulate caustics across frames. Our method takes around 50ms per frame across our test scenes, and achieves significantly lower error compared to prior unidirectional ReSTIR variants running in equal time. Trevor Hedstrom, Markus Kettunen 0001, Daqi Lin, Chris Wyman, Tzu-Mao Li |
ACM Trans. Graph. | 3 |
| 2024 | Decorrelating ReSTIR Samplers via MCMC MutationsabstractMonte Carlo rendering algorithms often utilize correlations between pixels to improve efficiency and enhance image quality. For real-time applications in particular, repeated reservoir resampling offers a powerful framework to reuse samples both spatially in an image and temporally across multiple frames. While such techniques achieve equal-error up to 100× faster for real-time direct lighting [Bitterli et al. 2020 ] and global illumination [Ouyang et al. 2021 ; Lin et al. 2021 ], they are still far from optimal. For instance, spatiotemporal resampling often introduces noticeable correlation artifacts, while reservoirs holding more than one sample suffer from impoverishment in the form of duplicate samples. We demonstrate how interleaving Markov Chain Monte Carlo (MCMC) mutations with reservoir resampling helps alleviate these issues, especially in scenes with glossy materials and difficult-to-sample lighting. Moreover, our approach does not introduce any bias, and in practice, we find considerable improvement in image quality with just a single mutation per reservoir sample in each frame. Rohan Sawhney, Daqi Lin, Markus Kettunen 0001, Benedikt Bitterli, Ravi Ramamoorthi, Chris Wyman, Matt Pharr |
ACM Trans. Graph. | 2 |
| 2024 | Area ReSTIR: Resampling for Real-Time Defocus and AntialiasingabstractRecent advancements in spatiotemporal reservoir resampling (ReSTIR) leverage sample reuse from neighbors to efficiently evaluate the path integral. Like rasterization, ReSTIR methods implicitly assume a pinhole camera and evaluate the light arriving at a pixel through a single predetermined subpixel location at a time (e.g., the pixel center). This prevents efficient path reuse in and near pixels with high-frequency details. We introduce Area ReSTIR , extending ReSTIR reservoirs to also integrate each pixel's 4D ray space, including 2D areas on the film and lens. We design novel subpixel-tracking temporal reuse and shift mappings that maximize resampling quality in such regions. This robustifies ReSTIR against high-frequency content, letting us importance sample subpixel and lens coordinates and efficiently render antialiasing and depth of field. Song Zhang 0007, Daqi Lin, Markus Kettunen 0001, Cem Yuksel, Chris Wyman |
ACM Trans. Graph. | 2 |
| 2023 | Conditional Resampled Importance Sampling and ReSTIRabstractRecent work on generalized resampled importance sampling (GRIS) enables importance-sampled Monte Carlo integration with random variable weights replacing the usual division by probability density. This enables very flexible spatiotemporal sample reuse, even if neighboring samples (e.g., light paths) have intractable probability densities. Unlike typical Monte Carlo integration, which samples according to some PDF, GRIS instead resamples existing samples. But resampling with GRIS assumes samples have tractable marginal contribution weights, which is problematic if reusing, for example, light subpaths from unidirectionally-sampled paths. Reusing such subpaths requires conditioning by (non-reused) segments of the path prefixes. Markus Kettunen 0001, Daqi Lin, Ravi Ramamoorthi, Thomas Bashford-Rogers, Chris Wyman |
SIGGRAPH Asia | 2 |
| 2022 | Generalized resampled importance sampling: foundations of ReSTIRabstractAs scenes become ever more complex and real-time applications embrace ray tracing, path sampling algorithms that maximize quality at low sample counts become vital. Recent resampling algorithms building on Talbot et al.'s [2005] resampled importance sampling (RIS) reuse paths spatiotemporally to render surprisingly complex light transport with a few samples per pixel. These reservoir-based spatiotemporal importance resamplers (ReSTIR) and their underlying RIS theory make various assumptions, including sample independence. But sample reuse introduces correlation , so ReSTIR-style iterative reuse loses most convergence guarantees that RIS theoretically provides. We introduce generalized resampled importance sampling (GRIS) to extend the theory, allowing RIS on correlated samples, with unknown PDFs and taken from varied domains. This solidifies the theoretical foundation, allowing us to derive variance bounds and convergence conditions in ReSTIR-based samplers. It also guides practical algorithm design and enables advanced path reuse between pixels via complex shift mappings. We show a path-traced resampler (ReSTIR PT) running interactively on complex scenes, capturing many-bounce diffuse and specular lighting while shading just one path per pixel. With our new theoretical foundation, we can also modify the algorithm to guarantee convergence for offline renderers. Daqi Lin, Markus Kettunen 0001, Benedikt Bitterli, Jacopo Pantaleoni, Cem Yuksel, Chris Wyman |
ACM Trans. Graph. | 1 |
| 2021 | Hardware Adaptive High-Order Interpolation for Real-Time GraphicsabstractAbstract Interpolation is a core operation that has widespread use in computer graphics. Though higher‐order interpolation provides better quality, linear interpolation is often preferred due to its simplicity, performance, and hardware support. We present a unified refactoring of quadratic and cubic interpolations as standard linear interpolation plus linear interpolations of higher‐order terms and show how they can be applied to regular grids and (triangular/tetrahedral) simplexes Our formulations can provide significant reduction in computation cost, as compared to typical higher‐order interpolations and prior approaches that utilize existing hardware linear interpolation support to achieve higher‐order interpolation. In addition, our formulation allows approximating the results by dynamically skipping some higher order terms with low weights for further savings in both computation and storage. Thus, higher‐order interpolation can be performed adaptively, as needed. We also describe how relatively minor modifications to existing GPU hardware could provide hardware support for quadratic and cubic interpolations using our approach for both texture filtering operations and barycentric interpolation. We present a variety of examples using triangular, rectangular, tetrahedral, and cuboidal interpolations, showing the effectiveness of our higher‐order interpolations in different applications. Daqi Lin, Larry Seiler, Cem Yuksel |
Comput. Graph. Forum | 1 |
| 2021 | Fast volume rendering with spatiotemporal reservoir resamplingabstractVolume rendering under complex, dynamic lighting is challenging, especially if targeting real-time. To address this challenge, we extend a recent direct illumination sampling technique, spatiotemporal reservoir resampling, to multi-dimensional path space for volumetric media. By fully evaluating just a single path sample per pixel, our volumetric path tracer shows unprecedented convergence. To achieve this, we properly estimate the chosen sample's probability via approximate perfect importance sampling with spatiotemporal resampling. A key observation is recognizing that applying cheaper, biased techniques to approximate scattering along candidate paths (during resampling) does not add bias when shading. This allows us to combine transmittance evaluation techniques: cheap approximations where evaluations must occur many times for reuse, and unbiased methods for final, per-pixel evaluation. With this reformulation, we achieve low-noise, interactive volumetric path tracing with arbitrary dynamic lighting, including volumetric emission, and maintain interactive performance even on high-resolution volumes. When paired with denoising, our low-noise sampling helps preserve smaller-scale volumetric details. Daqi Lin, Chris Wyman, Cem Yuksel |
ACM Trans. Graph. | 1 |
| 2020 | Automatic GPU Data Compression and Address Swizzling for CPUs via Modified Virtual Address TranslationabstractWe describe how to modify hardware page translation to enable CPU software access to compressed and swizzled GPU data arrays as if they were decompressed and stored in row-major order. In a shared memory system, this allows CPU to directly access the GPU data without copying the data or losing the performance and bandwidth benefits of using compression and swizzling on the GPU. Larry Seiler, Daqi Lin, Cem Yuksel |
I3D | 2 |
| 2019 | Dual-split treesabstractWe introduce the dual-split tree, a new tree-based acceleration structure for ray tracing. Each internal node of a dual-split tree uses two axis-aligned planes to either split the parent node into two child nodes or to mark the empty regions of the node. This allows child bounding boxes to overlap when desired. Thus, our dual-split tree is capable of representing space partitioning identical to any given bounding volume hierarchy. Our dual-split tree provides a significant reduction in the required acceleration structure storage by eliminating the redundant bounding planes that are commonplace in bounding volume hierarchies, providing better performance and storage savings than similar previous methods. As a result, we achieve improved rendering performance with dual-split trees, as compared to bounding volume hierarchies with a comparable level of optimization using identical or similar space partitioning. Daqi Lin, Konstantin Shkurko, Agatha Mallett, Cem Yuksel |
I3D | 1 |