Joey Litalien

dblp:268/4952 · DBLP profile ↗
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6ranked-venue papers
1as first author
5since 2021 · last 2026
0000-0001-8133-8879ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 1 first-author · 4 since 2021Artificial intelligence and machine learning · 2 · 2 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 2 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
5 papers
Rendering · 90% Geometric modeling and processing · 10%
Artificial intelligence
2 papers
3D vision · 69% Generative modeling · 31%

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

TopicWeightPapersLastEvidence papers
Rendering
monte carlo rendering
1.832025
Adaptive Neural Kernels for Gradient-domain Rendering · SIGGRAPH Asia 2025
Neural Product Importance Sampling via Warp Composition · SIGGRAPH Asia 2024
Delayed Rejection Metropolis Light Transport · ACM Trans. Graph. 2020
Rendering › monte carlo rendering
variance reduction
1.622025
Adaptive Neural Kernels for Gradient-domain Rendering · SIGGRAPH Asia 2025
Neural Product Importance Sampling via Warp Composition · SIGGRAPH Asia 2024
Rendering › sampling
adaptive sampling
0.912025
Adaptive Neural Kernels for Gradient-domain Rendering · SIGGRAPH Asia 2025
Rendering › monte carlo rendering
gradient-domain rendering
0.912025
Adaptive Neural Kernels for Gradient-domain Rendering · SIGGRAPH Asia 2025
Rendering › monte carlo rendering
importance sampling
0.812024
Neural Product Importance Sampling via Warp Composition · SIGGRAPH Asia 2024
Computer vision › 3D vision
inverse rendering
0.512021
DIB-R++: Learning to Predict Lighting and Material with a Hybrid Differentiable Renderer · NeurIPS 2021
Rendering
differentiable rendering
0.512021
DIB-R++: Learning to Predict Lighting and Material with a Hybrid Differentiable Renderer · NeurIPS 2021
Geometric modeling and processing
implicit surface
0.512021
Neural Geometric Level of Detail: Real-Time Rendering With Implicit 3D Shapes · CVPR 2021
Rendering
level of detail
0.512021
Neural Geometric Level of Detail: Real-Time Rendering With Implicit 3D Shapes · CVPR 2021
Rendering
neural rendering
0.512021
Neural Geometric Level of Detail: Real-Time Rendering With Implicit 3D Shapes · CVPR 2021
Geometric modeling and processing › shape representation › implicit representation › signed distance function
neural signed distance function
0.512021
Neural Geometric Level of Detail: Real-Time Rendering With Implicit 3D Shapes · CVPR 2021
Rendering
real-time rendering
0.512021
Neural Geometric Level of Detail: Real-Time Rendering With Implicit 3D Shapes · CVPR 2021
Rendering › inverse rendering
reflectance and illumination estimation
0.512021
DIB-R++: Learning to Predict Lighting and Material with a Hybrid Differentiable Renderer · NeurIPS 2021
Rendering
global illumination
0.412020
Delayed Rejection Metropolis Light Transport · ACM Trans. Graph. 2020
Rendering › light transport › monte carlo light transport
metropolis light transport
0.412020
Delayed Rejection Metropolis Light Transport · ACM Trans. Graph. 2020
Machine learning › Generative modeling
normalizing flow
0.212024
Neural Product Importance Sampling via Warp Composition · SIGGRAPH Asia 2024

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

normalizing flow · 1.5neural spline flow · 1.5multiple importance sampling · 1.5differentiable renderer · 1.0shift mapping · 0.9differentiable sorting network · 0.9convolutional neural network · 0.9spherical basis functions · 0.5sparse octree traversal · 0.5octree-based feature volume · 0.5light transport approximation · 0.5SDF interpolation · 0.5
YearPublicationVenuePosition
2026 Neural Progressive Photon Mapping
abstract
Abstract Photon density estimation is a robust solution for estimating complex light transport, such as those involving caustics and pure specular interactions. The shape and bandwidth of the density kernel are both crucial in achieving optimal performance. Recently, density kernels directly predicted by neural networks from local photon statistics have shown improved reconstruction results for small numbers of photons. The direct weight prediction approach of these methods, however, is fundamentally incompatible with consistent estimators as it does not allow for direct control over bias and variance. We address this problem by relying on a simpler yet effective analytical kernel, also inferred by a neural network. Unlike prior work, our technique supports progressive schemes by design, hence unlocking a large variety of applications such as stochastic photon mapping. Our method is fast, trivial to train and demonstrates state‐of‐the‐art caustics reconstruction at equal‐time over other photon mapping techniques.
Justin Benoist, Joey Litalien, Adrien Gruson
Comput. Graph. Forum2
2025 Adaptive Neural Kernels for Gradient-domain Rendering
abstract
Monte Carlo methods are a cornerstone of physics-based light transport simulations, valued for their ability to produce high-quality photorealistic images. These stochastic methods often suffer from variance, resulting in undesirable noise in the rendered images. Gradient-domain rendering (GDR) techniques mitigate this problem by estimating unbiased image-space gradients via so-called shift-mapping operators. While these mappings are computationally efficient, they can yield high-variance gradients—and thus poor reconstruction quality—when applied to pixels with wildly different integrals. We tackle this challenge by dynamically selecting the optimal set of neighboring pixels for applying shift-mapping under random sequence replay. Key to our approach is a differentiable sorting network that softly ranks the output of a convolutional neural network conditioned on input sample features for weighted reconstruction. This module is carefully rigidified over time to converge to a hard top-k selection, allowing end-to-end optimization with respect to the reconstruction error. Our method is versatile and can be jointly optimized with other adaptive sampling strategies. We demonstrate variance reduction over other traditional adaptive gradient-domain methods across scenes of varying radiometric complexity.
Matthieu Josse, Joey Litalien, Adrien Gruson
SIGGRAPH Asia2
2024 Neural Product Importance Sampling via Warp Composition
abstract
Achieving 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 Asia1
2021 Neural Geometric Level of Detail: Real-Time Rendering With Implicit 3D Shapes
abstract
Neural signed distance functions (SDFs) are emerging as an effective representation for 3D shapes. State-of-the-art methods typically encode the SDF with a large, fixed-size neural network to approximate complex shapes with implicit surfaces. Rendering with these large networks is, however, computationally expensive since it requires many forward passes through the network for every pixel, making these representations impractical for real-time graphics. We introduce an efficient neural representation that, for the first time, enables real-time rendering of high-fidelity neural SDFs, while achieving state-of-the-art geometry reconstruction quality. We represent implicit surfaces using an octree-based feature volume which adaptively fits shapes with multiple discrete levels of detail (LODs), and enables continuous LOD with SDF interpolation. We further develop an efficient algorithm to directly render our novel neural SDF representation in real-time by querying only the necessary LODs with sparse octree traversal. We show that our representation is 2–3 orders of magnitude more efficient in terms of rendering speed compared to previous works. Furthermore, it produces state-of-the-art reconstruction quality for complex shapes under both 3D geometric and 2D image-space metrics.
Towaki Takikawa, Joey Litalien, Kangxue Yin, Karsten Kreis, Charles T. Loop, Derek Nowrouzezahrai, Alec Jacobson, Morgan McGuire, Sanja Fidler
CVPR2
2021 DIB-R++: Learning to Predict Lighting and Material with a Hybrid Differentiable Renderer
abstract
We consider the challenging problem of predicting intrinsic object properties from a single image by exploiting differentiable renderers. Many previous learning-based approaches for inverse graphics adopt rasterization-based renderers and assume naive lighting and material models, which often fail to account for non-Lambertian, specular reflections commonly observed in the wild. In this work, we propose DIBR++, a hybrid differentiable renderer which supports these photorealistic effects by combining rasterization and ray-tracing, taking the advantage of their respective strengths---speed and realism. Our renderer incorporates environmental lighting and spatially-varying material models to efficiently approximate light transport, either through direct estimation or via spherical basis functions. Compared to more advanced physics-based differentiable renderers leveraging path tracing, DIBR++ is highly performant due to its compact and expressive shading model, which enables easy integration with learning frameworks for geometry, reflectance and lighting prediction from a single image without requiring any ground-truth. We experimentally demonstrate that our approach achieves superior material and lighting disentanglement on synthetic and real data compared to existing rasterization-based approaches and showcase several artistic applications including material editing and relighting.
Wenzheng Chen, Joey Litalien, Jun Gao 0004, Clement Fuji Tsang, Sameh Khamis, Or Litany, Sanja Fidler
NeurIPS2
2020 Delayed Rejection Metropolis Light Transport
abstract
Designing robust mutation strategies for primary sample space Metropolis light transport is a challenging problem: poorly tuned mutations both hinder state space exploration and introduce structured image artifacts. Scenes with complex materials, lighting, and geometry make hand-designing strategies that remain optimal over the entire state space infeasible. Moreover, these difficult regions are often sparse in state space, and so relying exclusively on intricate—and often expensive—proposal mechanisms can be wasteful, whereas simpler inexpensive mechanisms are more sample efficient. We generalize Metropolis–Hastings light transport to employ a flexible two-stage mutation strategy based on delayed rejection Markov chain Monte Carlo. Our approach generates multiple proposals based on the failure of previous ones, all while preserving Markov chain ergodicity. This allows us to reduce error while maintaining fast global exploration and low correlation across chains. Direct application of delayed rejection to light transport leads to low acceptance probabilities, and so we also propose a novel transition kernel to alleviate this issue. We benchmark our approach on several applications includingbold-then-timidandcheap-then-expensiveproposals across different light transport algorithms. Our method is applicable to any primary sample space algorithm with minimal implementation effort, producing consistently better results on a variety of challenging scenes.
Damien Rioux-Lavoie, Joey Litalien, Adrien Gruson, Toshiya Hachisuka, Derek Nowrouzezahrai
ACM Trans. Graph.2