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Liangsheng Ge

dblp:267/1301 · DBLP profile ↗
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2ranked-venue papers
1as first author
1since 2021 · last 2021
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 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
2 papers
Rendering · 100%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
GPUs and heterogeneous computing · 100%

Topics — the 6 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › participating media rendering
multiple scattering
0.922021
Interactive Simulation of Scattering Effects in Participating Media Using a Neural Network Model · IEEE Trans. Vis. Comput. Graph. 2021
Precomputed Multiple Scattering for Rapid Light Simulation in Participating Media · IEEE Trans. Vis. Comput. Graph. 2020
Rendering
participating media rendering
0.922021
Interactive Simulation of Scattering Effects in Participating Media Using a Neural Network Model · IEEE Trans. Vis. Comput. Graph. 2021
Precomputed Multiple Scattering for Rapid Light Simulation in Participating Media · IEEE Trans. Vis. Comput. Graph. 2020
Rendering
neural rendering
0.512021
Interactive Simulation of Scattering Effects in Participating Media Using a Neural Network Model · IEEE Trans. Vis. Comput. Graph. 2021
Rendering
global illumination
0.412020
Precomputed Multiple Scattering for Rapid Light Simulation in Participating Media · IEEE Trans. Vis. Comput. Graph. 2020
GPUs and heterogeneous computing
GPU rendering
0.112021
Interactive Simulation of Scattering Effects in Participating Media Using a Neural Network Model · IEEE Trans. Vis. Comput. Graph. 2021
Rendering
light transport
0.112020
Precomputed Multiple Scattering for Rapid Light Simulation in Participating Media · IEEE Trans. Vis. Comput. Graph. 2020

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

virtual ray lights · 1.0neural network · 1.0precomputed scattering tables · 0.4photon mapping · 0.4metropolis light transport · 0.4
YearPublicationVenuePosition
2021 Interactive Simulation of Scattering Effects in Participating Media Using a Neural Network Model
abstract
Rendering participating media is important to the creation of photorealistic images. Participating media has a translucent aspect that comes from light being scattered inside the material. For materials with a small mean-free-path (mfp), multiple scattering effects dominate. Simulating these effects is computationally intensive, as it requires tracking a large number of scattering events inside the material. Existing approaches precompute multiple scattering events inside the material and store the results in a table. During rendering time, this table is used to compute the scattering effects. While these methods are faster than explicit scattering computation, they incur higher storage costs. In this paper, we present a new representation for double and multiple scattering effects that uses a neural network model. The scattering response from all homogeneous participating media is encoded into a neural network in a preprocessing step. At run time, the neural network is then used to predict the double and multiple scattering effects. We demonstrate the effects combined with Virtual Ray Lights (VRL), although our approach can be integrated with other rendering algorithms. Our algorithm is implemented on GPU. Double and multiple scattering effects for the entire participating media space are encoded using only 23.6 KB of memory. Our method achieves 50 ms per frame in typical scenes and provides results almost identical to the reference.
Liangsheng Ge, Beibei Wang 0002, Lu Wang 0007, Xiangxu Meng, Nicolas Holzschuch
IEEE Trans. Vis. Comput. Graph.1
2020 Precomputed Multiple Scattering for Rapid Light Simulation in Participating Media
abstract
Rendering translucent materials is costly: light transport algorithms need to simulate a large number of scattering events inside the material before reaching convergence. The cost is especially high for materials with a large albedo or a small mean-free-path, where higher-order scattering effects dominate. We present a new method for fast computation of global illumination with participating media. Our method uses precomputed multiple scattering effects, stored in two compact tables. These precomputed multiple scattering tables are easy to integrate with any illumination simulation algorithm. We give examples for virtual ray lights (VRL), photon mapping with beams and paths (UPBP), Metropolis Light Transport with Manifold Exploration (MEMLT). The original algorithms are in charge of low-order scattering, combined with multiple scattering computed using our table. Our results show significant improvements in convergence speed and memory costs, with negligible impact on accuracy.
Beibei Wang 0002, Liangsheng Ge, Nicolas Holzschuch
IEEE Trans. Vis. Comput. Graph.2