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

Krishna Mullia

dblp:289/7033 · DBLP profile ↗
← Back
4ranked-venue papers
1as first author
4since 2021 · last 2025
0000-0002-1892-7299ORCID · corroborated

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

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

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

Computer graphics and multimedia
4 papers
Rendering · 86% Image and video processing · 7% Geometric modeling and processing · 7%
Artificial intelligence
1 paper
Generative modeling · 100%

Topics — the 13 heaviest of 13, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
monte carlo rendering
1.322024
Neural Product Importance Sampling via Warp Composition · SIGGRAPH Asia 2024
Interactive Monte Carlo denoising using affinity of neural features · ACM Trans. Graph. 2021
Rendering
neural rendering
0.912025
RNA: Relightable Neural Assets · ACM Trans. Graph. 2025
Rendering › monte carlo rendering
importance sampling
0.812024
Neural Product Importance Sampling via Warp Composition · SIGGRAPH Asia 2024
Rendering › monte carlo rendering
variance reduction
0.812024
Neural Product Importance Sampling via Warp Composition · SIGGRAPH Asia 2024
Image and video processing › image restoration
denoising
0.512021
Interactive Monte Carlo denoising using affinity of neural features · ACM Trans. Graph. 2021
Rendering
interactive rendering
0.512021
Interactive Monte Carlo denoising using affinity of neural features · ACM Trans. Graph. 2021
Rendering
material appearance
0.512021
NeuMIP: multi-resolution neural materials · ACM Trans. Graph. 2021
Rendering › texture mapping › texture filtering
mipmapping
0.512021
NeuMIP: multi-resolution neural materials · ACM Trans. Graph. 2021
Geometric modeling and processing › implicit neural representation
neural material representation
0.512021
NeuMIP: multi-resolution neural materials · ACM Trans. Graph. 2021
Rendering
real-time rendering
0.512021
Interactive Monte Carlo denoising using affinity of neural features · ACM Trans. Graph. 2021
Rendering › relighting
relightable rendering
0.312025
RNA: Relightable Neural Assets · ACM Trans. Graph. 2025
Machine learning › Generative modeling
normalizing flow
0.212024
Neural Product Importance Sampling via Warp Composition · SIGGRAPH Asia 2024
Rendering › ray tracing
path tracing
0.112021
NeuMIP: multi-resolution neural materials · ACM Trans. Graph. 2021

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

normalizing flow · 1.5neural spline flow · 1.5multiple importance sampling · 1.5monte carlo estimation · 0.9feature grid · 0.9MLP decoder · 0.9temporal filtering · 0.5recursive filter · 0.5pairwise affinity · 0.5neural network · 0.5
YearPublicationVenuePosition
2025 RNA: Relightable Neural Assets
abstract
High-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.1
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 Asia4
2021 Interactive Monte Carlo denoising using affinity of neural features
abstract
High-quality denoising of Monte Carlo low-sample renderings remains a critical challenge for practical interactive ray tracing. We present a new learning-based denoiser that achieves state-of-the-art quality and runs at interactive rates. Our model processes individual path-traced samples with a lightweight neural network to extract per-pixel feature vectors. The rest of our pipeline operates in pixel space. We define a novel pairwise affinity over the features in a pixel neighborhood, from which we assemble dilated spatial kernels to filter the noisy radiance. Our denoiser is temporally stable thanks to two mechanisms. First, we keep a running average of the noisy radiance and intermediate features, using a per-pixel recursive filter with learned weights. Second, we use a small temporal kernel based on the pairwise affinity between features of consecutive frames. Our experiments show our new affinities lead to higher quality outputs than techniques with comparable computational costs, and better high-frequency details than kernel-predicting approaches. Our model matches or outperfoms state-of-the-art offline denoisers in the low-sample count regime (2--8 samples per pixel), and runs at interactive frame rates at 1080p resolution.
Mustafa Isik, Krishna Mullia, Matthew Fisher, Jonathan Eisenmann, Michaël Gharbi
ACM Trans. Graph.2
2021 NeuMIP: multi-resolution neural materials
abstract
We 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.2