EDBT 2026 Demo / reviewers in the wild / expert
Lingqi Yan 0001
dblp:352/2022-1 · also Ling-Qi Yan 0001, Ling-qi Yan 0001
· DBLP profile ↗
82ranked-venue papers
8as first author
62since 2021 · last 2026
0000-0002-9379-094XORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 82 · 8 first-author · 62 since 2021Human-computer interaction and ubiquitous computing · 10 · 9 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | A Texture-Free Multi-Scale Model for Surface-Based Rendering of Knitted FabricsabstractAbstract Knitted fabrics present unique challenges for realistic rendering due to their complicated structure and scale‐dependent appearance. Existing methods typically rely on explicit yarn geometry, which is computationally complex, or texture‐based representations that require heavy storage and precomputed maps. In this paper, we introduce the first texture‐free, surface‐based appearance model for knitted fabrics, in which stitches are represented parametrically as thick curves and mapped directly onto fabric meshes. This avoids explicit yarn or fiber geometry, yet preserves the characteristic 3D look of yarn‐based models. Unlike prior surface‐based approaches, our method produces realistic volumetric effects such as depth, parallax, and silhouette preservation. To achieve this, we propose a curvature‐aware parallax mapping technique that ensures coherent appearance at grazing angles. Furthermore, we extend the appearance model to a multi‐scale formulation that aggregates geometry and visibility over texture footprints and adjusts roughness parameters for stable far‐field rendering. Our model combines the efficiency and simplicity of surface‐based methods with the volumetric realism of fiber‐based models, reproducing characteristic knit effects such as 3D stitch structure in a multi‐scale manner without the complexity or storage cost of texture‐based approaches. Apoorv Khattar, Jean-Marie Aubry, Lingqi Yan 0001, Zahra Montazeri |
Comput. Graph. Forum | 3 |
| 2026 | Real-Time Neural Materials on Mobile VRabstractAbstract Virtual Reality (VR) applications aim to create an immersive virtual world, which demands a high level of visual realism. The analytical material models commonly used in VR often fall short of reproducing complex real‐world appearances. Recently, neural materials have emerged as a promising alternative, offering a compact yet effective representation of real‐world materials. Deploying neural materials on low‐power mobile VR devices poses significant challenges due to the computational complexity of neural networks and the high display resolution and frame rate requirements of VR devices (commonly 72+ frames per second). We address these challenges by leveraging texture‐space shading with spatiotemporal computation amortization, driven by a compact, coarse‐to‐fine neural material model of extremely low capacity. Thanks to our distillation training scheme, our compact neural materials achieve visual quality comparable to NeuMIP [KMX*21] at a much lower cost. Our method reaches over 90 FPS on a mobile VR device (Meta Quest 3) even under multiple light sources. Zilin Xu, Yehonathan Litman, Matt Jen-Yuan Chiang, Lingqi Yan 0001, Anton Michels |
Comput. Graph. Forum | 5 |
| 2026 | A Multi-Scale Yarn Appearance Model with Fiber Details
Apoorv Khattar, Junqiu Zhu, Jean-Marie Aubry, Emiliano Padovani, Marc Droske, Lingqi Yan 0001, Zahra Montazeri |
Comput. Vis. Media | 6 |
| 2026 | Generalized Spherical Harmonics Products using Spherical GridsabstractSpherical Harmonics (SH) are fundamental mathematical tools for compactly representing low-frequency spherical functions in computer graphics. Evaluating products of SH-represented functions is a core operation in many rendering algorithms and often becomes a major computational bottleneck. Existing SH product methods face two key challenges: insufficient computational efficiency, and the inflexible requirement that all input functions share the same SH order. To overcome these limitations, we introduce the Generalized Spherical Harmonics Product , a novel formulation that supports inputs with different SH orders and allows flexible truncation of the output. We further propose an efficient and practical computation approach based on Spherical Grids (SphGrid). We establish explicit bidirectional conversions between SphGrid representations and SH coefficients, thus enabling SphGrid to serve as an intermediate representation. Under this framework, SH product computation is reduced to simple point-wise multiplications on the grid. We then derive sufficient conditions on the grid resolution to guarantee exact computation. Using lower resolutions yields an approximate variant that provides a favorable trade-off between accuracy and efficiency. Our approach is not only more general but also demonstrates superior performance even for the specialized case of identical input orders. In particular, our accurate method achieves a 3.5–6.0× speedup over the state-of-the-art method in a practical setting for graphics, while our approximate variant yields lower errors and a 2.5–6.5× speedup over the state-of-the-art approximate method. We rigorously analyze the correctness and efficiency of our method and demonstrate its effectiveness in real-time rendering applications. Di An, Jiaqi Wu 0018, Lingqi Yan 0001, Kun Xu 0003 |
ACM Trans. Graph. | 4 |
| 2026 | A Real-time, Multiscale and Procedural Feather Appearance ModelabstractWe propose a complete pipeline for modeling and rendering realistic bird feathers from a single photograph, achieving both high visual fidelity and practical efficiency. Given a single input image of a feather, our approach extracts the feather's shaft curve, outline, and albedo, then reconstructs a compact hierarchical representation in a planar/curve (UV) domain. This representation encodes fine barb and barbule details procedurally, enabling continuous multiscale rendering with correct self-shadowing and masking. We analyze the appearance phenomena of different feathers and propose a new feather scattering model for non-iridescent feathers (e.g., parrot feathers), while introducing an additional sheen lobe to capture the distinctive fluffy rim-lighting effect. Our pipeline produces consistent, realistic results under arbitrary lighting and viewing conditions, and achieves real-time performance with a minimal memory footprint (0.02% of explicit-fiber geometry models), making it a practical solution for digital feather rendering without compromising realism. Bin Chen 0019, Zahra Montazeri, Lingqi Yan 0001, Lu Wang 0007, Junqiu Zhu |
ACM Trans. Graph. | 5 |
| 2026 | Bounding Stratified Bernoulli Impulses for Ray Marching Gaussian Process Implicit SurfacesabstractThe theory of light transport on Gaussian process implicit surface (GPIS) provides a unified framework for rendering surfaces, participating media, and the intermediate spectrum. However, previous approaches rely on brute-force ray marching for surface intersections, requiring full noise evaluations at each marching point, whether using multivariate Gaussian sampling or sparse convolution noise approximation. This imposes a severe limitation on the rendering efficiency. In this paper, we derive bounds to significantly reduce the total number of full noise evaluations, leading to efficient ray marching for ray-surface intersections. We introduce stratified Bernoulli impulses, enabling a fast point-level bound for individual realizations to replace unnecessary full noise evaluations. To further reduce the number of point-level bound evaluations, we propose a region-level bound, leveraging a spatial acceleration structure to prune probabilistically empty regions, thereby avoiding unnecessary marching points in advance. By combining these two bounds, our bounded ray marching accelerates ray-surface intersections in GPIS, and consequently significantly improves overall GPIS rendering efficiency. Code for this paper are at https://github.com/Cchen-77/bounded-gpis. Zhimin Fan 0001, Lingqi Yan 0001, Junqiu Zhu, Yanwen Guo 0001, Kun Zhou 0001, Jie Guo 0001 |
ACM Trans. Graph. | 3 |
| 2026 | Efficient Fur and Hair Multiple Scattering Using Volumetric ApproximationabstractIn this paper, we propose an efficient method for hair and fur rendering that approximates multiple scattering as volumetric light transport, achieving near path-traced visual fidelity at a drastically reduced cost. Multiple scattering among hair fibers is crucial for a realistic appearance, especially for light-colored hair, but it is extremely expensive to simulate directly. Prior approximations, such as dual scattering and fur BSSRDF, improve performance but often fail for dense hair/fur, yielding an overly dry or blurred appearance. Unlike previous volumetric hair rendering solutions, we treat dense hair/fur as a highly anisotropic participating medium to capture soft volumetric illumination, while still using explicit fiber geometry for direct lighting to preserve fine details. We accumulate hair fiber coverage in screen space and stochastically sample a single-scattering event to approximate higher-order scattering. Our method reproduces the rich appearance of hair and fur resulting from multiple scattering, while running about 7–10× faster than path tracing, making it suitable for use in production. We also demonstrate that our approach is robust under a variety of lighting conditions. Ruike Hu, Junqiu Zhu, Minghao Lin, Ruian Zhang, Lu Wang 0007, Jie Guo 0001, Yanwen Guo 0001, Lingqi Yan 0001 |
ACM Trans. Graph. | 8 |
| 2026 | Spatial Multiple Importance Sampling for Real-Time Irradiance ProbesabstractReal-time global illumination rendered with low variance remains a persistent challenge. Many engines employ irradiance probes as a relatively cheap technique, but constrained computational budgets often lead to flickering artifacts in rendered images. In this paper, we propose spatial multiple importance sampling, which reuses ray-surface intersection data among real-time irradiance probes to significantly reduce flicker caused by variance, enabling efficient computation in complex scenes under limited ray tracing budgets. Moreover, our approach incorporates a probe selection mechanism to enhance reuse efficiency and a visibility estimation method to mitigate bias. Experimental results demonstrate that our method significantly reduces variance at a fixed ray tracing cost, delivering high-quality, stable outputs in real-time scenarios. Tuo Chen, Zi-Heng Zhou, Lingqi Yan 0001, Shi-Min Hu 0001 |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 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 | 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 | 5 |
| 2025 | A Texture-Free Practical Model for Realistic Surface-Based Rendering of Woven FabricsabstractAbstract Rendering woven fabrics is challenging due to the complex micro geometry and anisotropy appearance. Conventional solutions either fully model every yarn/ply/fibre for high fidelity at a high computational cost, or ignore details, that produce non‐realistic close‐up renderings. In this paper, we introduce a model that shares the advantages of both. Our model requires only binary patterns as input yet offers all the necessary micro‐level details by adding the yarn/ply/fibre implicitly. Moreover, we design a double‐layer representation to handle light transmission accurately and use a constant timed () approach to accurately and efficiently depict parallax and shadowing‐masking effects in a tandem way. We compare our model with curve‐based and surface‐based, on different patterns, under different lighting and evaluate with photographs to ensure capturing the aforementioned realistic effects. Apoorv Khattar, Junqiu Zhu, Lingqi Yan 0001, Zahra Montazeri |
Comput. Graph. Forum | 3 |
| 2025 | Automatic Reconstruction of Woven Cloth from a Single Close-up ImageabstractAbstract Digital replication of woven fabrics presents significant challenges across a variety of sectors, from online retail to entertainment industries. To address this, we introduce an inverse rendering pipeline designed to estimate pattern, geometry, and appearance parameters of woven fabrics given a single close‐up image as input. Our work is capable of simultaneously optimizing both discrete and continuous parameters without manual interventions. It outputs a wide array of parameters, encompassing discrete elements like weave patterns, ply and fiber number, using Simulated Annealing. It also recovers continuous parameters such as reflection and transmission components, aligning them with the target appearance through differentiable rendering. For irregularities caused by deformation and flyaways, we use 2D Gaussians to approximate them as a post‐processing step. Our work does not pursue perfect matching of all fine details, it targets an automatic and end‐to‐end reconstruction pipeline that is robust to slight camera rotations and room light conditions within an acceptable time (15 minutes on CPU), unlike previous works which are either expensive, require manual intervention, assume given pattern, geometry or appearance, or strictly control camera and light conditions. Apoorv Khattar, Junqiu Zhu, Steve Pettifer, Lingqi Yan 0001, Zahra Montazeri |
Comput. Graph. Forum | 5 |
| 2025 | Bernstein Bounds for CausticsabstractSystematically simulating specular light transport requires an exhaustive search for triangle tuples containing admissible paths. Given the extreme inefficiency of enumerating all combinations, we significantly reduce the search domain by stochastically sampling such tuples. The challenge is to design proper sampling probabilities that keep the noise level controllable. Our key insight is that by bounding the irradiance contributed by each triangle tuple at a given position, we can sample a subset of triangle tuples with potentially high contributions. Although low-contribution tuples are assigned a negligible probability, the overall variance remains low. Therefore, we derive position and irradiance bounds for caustics casted by each triangle tuple, introducing a bounding property of rational functions on a Bernstein basis. When formulating position and irradiance expressions into rational functions, we handle non-rational parts through remainder variables to maintain bounding validity. Finally, we carefully design the sampling probabilities by optimizing the upper bound of the variance, expressed only using the position and irradiance bounds. The bound-driven sampling of triangle tuples is intrinsically unbiased even without defensive sampling. It can be combined with various unbiased and biased root-finding techniques within a local triangle domain. Extensive evaluations show that our method enables the fast and reliable rendering of complex caustics effects. Yet, our method is efficient for no more than two specular vertices, where complexity grows sublinearly to the number of triangles and linearly to that of emitters, and does not consider the Fresnel and visibility terms. We also rely on parameters to control subdivisions. Zhimin Fan 0001, Chen Wang 0149, Boxuan Li, Lingqi Yan 0001, Yanwen Guo 0001, Jie Guo 0001 |
ACM Trans. Graph. | 6 |
| 2025 | Multiple Importance Reweighting for Path GuidingabstractContemporary path guiding employs an iterative training scheme to fit radiance distributions. However, existing methods combine the estimates generated in each iteration merely within image space, overlooking differences in the convergence of distribution fitting over individual light paths. This paper formulates the estimation combination task as a path reweighting process. To compute spatio-directional varying combination weights, we propose multiple importance reweighting , leveraging the importance distributions from multiple guiding iterations. We demonstrate that our proposed path-level reweighting makes guiding algorithms less sensitive to noise and overfitting in distributions. This facilitates a finer subdivision of samples both spatially and temporally (i.e., over iterations), which leads to additional improvements in the accuracy of distributions and samples. Inspired by adaptive multiple importance sampling (AMIS), we introduce a simple yet effective mixture-based weighting scheme with theoretically guaranteed consistency, demonstrating good practical performance compared to alternative weighting schemes. To further foster usage with high sample rates, we introduce a hyperparameter that controls the size of sample storage. When this size limit is exceeded, low-valued samples are splatted during rendering and reweighted using a partial mixture of distributions. We found limiting the storage size reduces memory overhead and keeps variance reduction and bias comparable to the unlimited ones. Our method is largely agnostic to the underlying guiding method and compatible with conventional pixel reweighting techniques. Extensive evaluations underscore the feasibility of our approach in various scenes, achieving variance reduction with negligible bias over state-of-the-art solutions within equal sample rates and rendering time. Zhimin Fan 0001, Lingqi Yan 0001, Yanwen Guo 0001, Jie Guo 0001 |
ACM Trans. Graph. | 4 |
| 2025 | Lightweight, Edge-Aware, and Temporally Consistent Supersampling for Mobile Real-Time RenderingabstractSupersampling has proven highly effective in enhancing visual fidelity by reducing aliasing, increasing resolution, and generating interpolated frames. It has become a standard component of modern real-time rendering pipelines. However, on mobile platforms, deep learning-based supersampling methods remain impractical due to stringent hardware constraints, while non-neural supersampling techniques often fall short in delivering perceptually high-quality results. In particular, producing visually pleasing reconstructions and temporally coherent interpolations is still a significant challenge in mobile settings. In this work, we present a novel, lightweight supersampling framework tailored for mobile devices. Our approach substantially improves both image reconstruction quality and temporal consistency while maintaining real-time performance. For super-resolution, we propose an intra-pixel object coverage estimation method for reconstructing high-quality anti-aliased pixels in edge regions, a gradient-guided strategy for non-edge areas, and a temporal sample accumulation approach to improve overall image quality. For frame interpolation, we develop an efficient motion estimation module coupled with a lightweight fusion scheme that integrates both estimated optical flow and rendered motion vectors, enabling temporally coherent interpolation of object dynamics and lighting variations. Extensive experiments demonstrate that our method consistently outperforms existing baselines in both perceptual image quality and temporal smoothness, while maintaining real-time performance on mobile GPUs. A demo application and supplementary materials are available on the project page. Sipeng Yang, Jiayu Ji, Junhao Zhuge, Jinzhe Zhao, Chen Li 0062, Yuzhong Yan, Kerong Wang, Lingqi Yan 0001, Xiaogang Jin 0001 |
ACM Trans. Graph. | 9 |
| 2025 | Appearance-Preserving Scene Aggregation for Level-of-Detail RenderingabstractCreating an appearance-preserving level-of-detail (LoD) representation for arbitrary 3D scenes is a challenging problem. The appearance of a scene is an intricate combination of both geometry and material models and is further complicated by correlation due to the spatial configuration of scene elements. We present a novel volumetric representation for the aggregated appearance of complex scenes and a pipeline for LoD generation and rendering. The core of our representation is the Aggregated Bidirectional Scattering Distribution Function (ABSDF) that summarizes the far-field appearance of all surfaces inside a voxel. We propose a closed-form factorization of the ABSDF that accounts for spatially varying and orientation-varying material parameters. We tackle the challenge of capturing the correlation existing locally within a voxel and globally across different parts of the scene. Our method faithfully reproduces appearance and achieves higher quality than existing scene filtering methods. The memory footprint and rendering cost of our representation are decoupled from the original scene complexity. Tao Huang 0026, Ravi Ramamoorthi, Pradeep Sen, Lingqi Yan 0001 |
ACM Trans. Graph. | 5 |
| 2024 | Precomputed Dynamic Appearance Synthesis and Rendering
Yaoyi Bai, Milos Hasan, Lingqi Yan 0001 |
EGSR (ST) | 3 |
| 2024 | A Dynamic By-example BTF Synthesis SchemeabstractMeasured Bidirectional Texture Function (BTF) can faithfully reproduce a realistic appearance but is costly to acquire and store due to its 6D nature (2D spatial and 4D angular). Therefore, it is practical and necessary for rendering to synthesize BTFs from a small example patch. While previous methods managed to produce plausible results, we find that they seldomly take into consideration the property of being dynamic, so a BTF must be synthesized before the rendering process, resulting in limited size, costly pre-generation and storage issues. In this paper, we propose a dynamic BTF synthesis scheme, where a BTF at any position only needs to be synthesized when being queried. Our insight is that, with the recent advances in neural dimension reduction methods, a BTF can be decomposed into disjoint low-dimensional components. We can perform dynamic synthesis only on the positional dimensions, and during rendering, recover the BTF by querying and combining these low-dimensional functions with the help of a lightweight Multilayer Perceptron (MLP). Consequently, we obtain a fully dynamic 6D BTF synthesis scheme that does not require any pre-generation, which enables efficient rendering of our infinitely large and non-repetitive BTFs on the fly. We demonstrate the effectiveness of our method through various types of BTFs taken from UBO2014 [Weinmann et al. 2014]. Zilin Xu, Zahra Montazeri, Beibei Wang 0002, Lingqi Yan 0001 |
SIGGRAPH Asia | 4 |
| 2024 | Filtering-Based Reconstruction for Gradient-Domain Rendering
Difei Yan, Shaokun Zheng, Lingqi Yan 0001, Kun Xu 0003 |
SIGGRAPH Asia | 3 |
| 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 | 6 |
| 2024 | Recent advances in 3D Gaussian splattingabstractThe emergence of 3D Gaussian splatting (3DGS) has greatly accelerated rendering in novel view synthesis. Unlike neural implicit representations like neural radiance fields (NeRFs) that represent a 3D scene with position and viewpoint-conditioned neural networks, 3D Gaussian splatting utilizes a set of Gaussian ellipsoids to model the scene so that efficient rendering can be accomplished by rasterizing Gaussian ellipsoids into images. Apart from fast rendering, the explicit representation of 3D Gaussian splatting also facilitates downstream tasks like dynamic reconstruction, geometry editing, and physical simulation. Considering the rapid changes and growing number of works in this field, we present a literature review of recent 3D Gaussian splatting methods, which can be roughly classified by functionality into 3D reconstruction, 3D editing, and other downstream applications. Traditional point-based rendering methods and the rendering formulation of 3D Gaussian splatting are also covered to aid understanding of this technique. This survey aims to help beginners to quickly get started in this field and to provide experienced researchers with a comprehensive overview, aiming to stimulate future development of the 3D Gaussian splatting representation. Tong Wu 0009, Yu-Jie Yuan, Ling-Xiao Zhang, Jie Yang 0038, Yan-Pei Cao 0001, Lingqi Yan 0001, Lin Gao 0004 |
Comput. Vis. Media | 6 |
| 2024 | Specular PolynomialsabstractFinding valid light paths that involve specular vertices in Monte Carlo rendering requires solving many non-linear, transcendental equations in high-dimensional space. Existing approaches heavily rely on Newton iterations in path space, which are limited to obtaining at most a single solution each time and easily diverge when initialized with improper seeds. We propose specular polynomials , a Newton iteration-free methodology for finding a complete set of admissible specular paths connecting two arbitrary endpoints in a scene. The core is a reformulation of specular constraints into polynomial systems, which makes it possible to reduce the task to a univariate root-finding problem. We first derive bivariate systems utilizing rational coordinate mapping between the coordinates of consecutive vertices. Subsequently, we adopt the hidden variable resultant method for variable elimination, converting the problem into finding zeros of the determinant of univariate matrix polynomials. This can be effectively solved through Laplacian expansion for one bounce and a bisection solver for more bounces. Our solution is generic, completely deterministic, accurate for the case of one bounce, and GPU-friendly. We develop efficient CPU and GPU implementations and apply them to challenging glints and caustic rendering. Experiments on various scenarios demonstrate the superiority of specular polynomial-based solutions compared to Newton iteration-based counterparts. Our implementation is available at https://github.com/mollnn/spoly. Zhimin Fan 0001, Jie Guo 0001, Zhenyu Chen 0001, Pengpei Hong, Yanwen Guo 0001, Lingqi Yan 0001 |
ACM Trans. Graph. | 10 |
| 2024 | A Generalized Ray Formulation For Wave-Optical Light TransportabstractRay optics is the foundation of modern path tracing and sampling algorithms for computer graphics; crucially, it allows high-performance implementations based on ray tracing. However, many applications of interest in computer graphics and computational optics demand a more precise understanding of light: as waves. For example, accurately modelling scattering effects like diffraction or interference requires a model that provides the coherence of light waves arriving at surfaces. While recent work in Physical Light Transport [Steinberg et al. 2022; Steinberg and Yan 2021] has introduced such a model, it requires tracing light paths starting from the light sources, which is often less efficient than tracing them from the sensor, and does not allow the use of many effective importance sampling techniques. We introduce a new model for wave optical light transport that is based on the fact that sensors aggregate the measurement of many light waves when capturing an image. This allows us to compactly represent the statistics of light waves in a generalized ray. Generalized rays allow sampling light paths starting from the sensor and applying sophisticated path tracing sampling techniques while still accurately modelling the wave nature of light. Our model is computationally efficient and straightforward to add to an existing path tracer; this offers the prospect of wave optics becoming the foundation of most renderers in the future. Using our model, we show that it is possible to render complex scenes under wave optics with high performance, which has not been possible with any existing method. Shlomi Steinberg, Ravi Ramamoorthi, Benedikt Bitterli, Eugene d'Eon, Lingqi Yan 0001, Matt Pharr |
ACM Trans. Graph. | 5 |
| 2024 | NU-NeRF: Neural Reconstruction of Nested Transparent Objects with Uncontrolled Capture EnvironmentabstractThe geometry reconstruction of transparent objects is a challenging problem due to the highly noncontinuous and rapidly changing surface color caused by refraction. Existing methods rely on special capture devices, dedicated backgrounds, or ground-truth object masks to provide more priors and reduce the ambiguity of the problem. However, it is hard to apply methods with these special requirements to real-life reconstruction tasks, like scenes captured in the wild using mobile devices. Moreover, these methods can only cope with solid and homogeneous materials, greatly limiting the scope of the application. To solve the problems above, we propose NU-NeRF to reconstruct nested transparent objects without requiring a dedicated capture environment or additional input. NU-NeRF is built upon a neural signed distance field formulation and leverages neural rendering techniques. It consists of two main stages. In Stage I, the surface color is separated into reflection and refraction. The reflection is decomposed using physically based material and rendering. The refraction is modeled using a single MLP given the refraction and view directions, which is a simple yet effective solution of refraction modeling. This step produces high-fidelity geometry of the outer surface. In stage II, we use explicit ray tracing on the reconstructed outer surface for accurate light transport simulation. The surface reconstruction is executed again inside the outer geometry to obtain any inner surface geometry. In this process, a novel transparent interface formulation is used to cope with different types of transparent surfaces. Experiments conducted on synthetic scenes and real captured scenes show that NU-NeRF is capable of producing better reconstruction results than previous methods and achieves accurate nested surface reconstruction under an uncontrolled capture environment. Jia-Mu Sun, Tong Wu 0009, Lingqi Yan 0001, Lin Gao 0004 |
ACM Trans. Graph. | 3 |
| 2024 | GFFE: G-buffer Free Frame Extrapolation for Low-latency Real-time RenderingabstractReal-time rendering has been embracing ever-demanding effects, such as ray tracing. However, rendering such effects in high resolution and high frame rate remains challenging. Frame extrapolation methods, which do not introduce additional latency as opposed to frame interpolation methods such as DLSS 3 and FSR 3, boost the frame rate by generating future frames based on previous frames. However, it is a more challenging task because of the lack of information in the disocclusion regions and complex future motions, and recent methods also have a high engine integration cost due to requiring G-buffers as input. We propose a G-buffer free frame extrapolation method, GFFE, with a novel heuristic framework and an efficient neural network, to plausibly generate new frames in real time without introducing additional latency. We analyze the motion of dynamic fragments and different types of disocclusions, and design the corresponding modules of the extrapolation block to handle them. After that, a light-weight shading correction network is used to correct shading and improve overall quality. GFFE achieves comparable or better results than previous interpolation and G-buffer dependent extrapolation methods, with more efficient performance and easier integration. Songyin Wu, Deepak Vembar, Anton Sochenov, Selvakumar Panneer, Sungye Kim, Anton Kaplanyan, Lingqi Yan 0001 |
ACM Trans. Graph. | 7 |
| 2024 | GPU Coroutines for Flexible Splitting and Scheduling of Rendering TasksabstractWe introduce coroutines into GPU kernel programming, providing an automated solution for flexible splitting and scheduling of rendering tasks. This approach addresses a prevalent challenge in harnessing the power of modern GPUs for complex, imbalanced graphics workloads like path tracing. Usually, to accommodate the SIMT execution model and latency-hiding architecture, developers have to decompose a monolithic mega-kernel into smaller sub-tasks for improved thread coherence and reduced register pressure. However, involving the handling of intricate nested control flows and numerous interdependent program states, this process can be exceedingly tedious and error-prone when performed manually. Coroutines, a building block for asynchronous programming in many high-level CPU languages, exhibit untapped potential for restructuring GPU kernels due to their versatility in control representation. By extending Luisa [Zheng et al. 2022], we implement an asymmetric, stackless coroutine model with programming language support and multiple built-in schedulers for modern GPUs. To showcase the effectiveness of our model and implementation, we examine them in different application scenarios, including path tracing, SDF rendering, and incorporation with custom passes. Shaokun Zheng, Xin Chen 0083, Zhong Shi, Lingqi Yan 0001, Kun Xu 0003 |
ACM Trans. Graph. | 4 |
| 2023 | Multiple-bounce Smith Microfacet BRDFs using the Invariance PrincipleabstractSmith microfacet models are widely used in computer graphics to represent materials. Traditional microfacet models do not consider the multiple bounces on microgeometries, leading to visible energy missing, especially on rough surfaces. Later, as the equivalence between the microfacets and volume has been revealed, random walk solutions have been proposed to introduce multiple bounces, but at the cost of high variance. Recently, the position-free property has been introduced into the multiple-bounce model, resulting in much less noise, but also bias or a complex derivation.In this paper, we propose a simple way to derive the multiple-bounce Smith microfacet bidirectional reflectance distribution functions (BRDFs) using the invariance principle. At the core of our model is a shadowing-masking function for a path consisting of direction collections, rather than separated bounces. Our model ensures unbiasedness and can produce less noise compared to the previous work with equal time, thanks to the simple formulation. Furthermore, we also propose a novel probability density function (PDF) for BRDF multiple importance sampling, which has a better match with the multiple-bounce BRDFs, producing less noise than previous naive approximations. Yuang Cui, Gaole Pan, Jian Yang 0003, Lei Zhang 0006, Lingqi Yan 0001, Beibei Wang 0002 |
SIGGRAPH Asia | 5 |
| 2023 | ExtraSS: A Framework for Joint Spatial Super Sampling and Frame ExtrapolationabstractWe introduce ExtraSS, a novel framework that combines spatial super sampling and frame extrapolation to enhance real-time rendering performance. By integrating these techniques, our approach achieves a balance between performance and quality, generating temporally stable and high-quality, high-resolution results. Leveraging lightweight modules on warping and the ExtraSSNet for refinement, we exploit spatial-temporal information, improve rendering sharpness, handle moving shadings accurately, and generate temporally stable results. Computational costs are significantly reduced compared to traditional rendering methods, enabling higher frame rates and alias-free high resolution results. Evaluation using Unreal Engine demonstrates the benefits of our framework over conventional individual spatial or temporal super sampling methods, delivering improved rendering speed and visual quality. With its ability to generate temporally stable high-quality results, our framework creates new possibilities for real-time rendering applications, advancing the boundaries of performance and photo-realistic rendering in various domains. Songyin Wu, Sungye Kim, Zheng Zeng 0005, Deepak Vembar, Sangeeta Jha, Anton Kaplanyan, Lingqi Yan 0001 |
SIGGRAPH Asia | 7 |
| 2023 | Extended Path Space Manifolds for Physically Based Differentiable RenderingabstractPhysically based differentiable rendering has become an increasingly important topic in recent years. A common pipeline computes local color derivatives of light paths or pixels with respect to arbitrary scene parameters, and enables optimizing or recovering the scene parameters through iterative gradient descent by minimizing the difference between rendered and target images. However, existing approaches cannot robustly handle complex illumination effects including reflections, refractions, caustics, shadows, and highlights, especially when the initial and target locations of such illumination effects are not close to each other in the image space. Jiankai Xing, Xuejun Hu, Fujun Luan, Lingqi Yan 0001, Kun Xu 0003 |
SIGGRAPH Asia | 4 |
| 2023 | Ray-aligned Occupancy Map Array for Fast Approximate Ray TracingabstractAbstract We present a new software ray tracing solution that efficiently computes visibilities in dynamic scenes. We first introduce a novel scene representation: ray‐aligned occupancy map array (ROMA) that is generated by rasterizing the dynamic scene once per frame. Our key contribution is a fast and low‐divergence tracing method computing visibilities in constant time, without constructing and traversing the traditional intersection acceleration data structures such as BVH. To further improve accuracy and alleviate aliasing, we use a spatiotemporal scheme to stochastically distribute the candidate ray samples. We demonstrate the practicality of our method by integrating it into a modern real‐time renderer and showing better performance compared to existing techniques based on distance fields (DFs). Our method is free of the typical artifacts caused by incomplete scene information, and is about 2.5×–10× faster than generating and tracing DFs at the same resolution and equal storage. Zheng Zeng 0005, Zilin Xu, Lu Wang 0007, Lingqi Yan 0001 |
Comput. Graph. Forum | 5 |
| 2023 | Manifold Path Guiding for Importance Sampling Specular ChainsabstractComplex visual effects such as caustics are often produced by light paths containing multiple consecutive specular vertices (dubbed specular chains) , which pose a challenge to unbiased estimation in Monte Carlo rendering. In this work, we study the light transport behavior within a sub-path that is comprised of a specular chain and two non-specular separators. We show that the specular manifolds formed by all the sub-paths could be exploited to provide coherence among sub-paths. By reconstructing continuous energy distributions from historical and coherent sub-paths, seed chains can be generated in the context of importance sampling and converge to admissible chains through manifold walks. We verify that importance sampling the seed chain in the continuous space reaches the goal of importance sampling the discrete admissible specular chain. Based on these observations and theoretical analyses, a progressive pipeline, manifold path guiding , is designed and implemented to importance sample challenging paths featuring long specular chains. To our best knowledge, this is the first general framework for importance sampling discrete specular chains in regular Monte Carlo rendering. Extensive experiments demonstrate that our method outperforms state-of-the-art unbiased solutions with up to 40 × variance reduction, especially in typical scenes containing long specular chains and complex visibility. Zhimin Fan 0001, Pengpei Hong, Jie Guo 0001, Changqing Zou, Yanwen Guo 0001, Lingqi Yan 0001 |
ACM Trans. Graph. | 6 |
| 2023 | MetaLayer: A Meta-Learned BSDF Model for Layered MaterialsabstractReproducing the appearance of arbitrary layered materials has long been a critical challenge in computer graphics, with regard to the demanding requirements of both physical accuracy and low computation cost. Recent studies have demonstrated promising results by learning-based representations that implicitly encode the appearance of complex (layered) materials by neural networks. However, existing generally-learned models often struggle between strong representation ability and high runtime performance, and also lack physical parameters for material editing. To address these concerns, we introduce MetaLayer , a new methodology leveraging meta-learning for modeling and rendering layered materials. MetaLayer contains two networks: a BSDFNet that compactly encodes layered materials into implicit neural representations, and a MetaNet that establishes the mapping between the physical parameters of each material and the weights of its corresponding implicit neural representation. A new positional encoding method and a well-designed training strategy are employed to improve the performance and quality of the neural model. As a new learning-based representation, the proposed MetaLayer model provides both fast responses to material editing and high-quality results for a wide range of layered materials, outperforming existing layered BSDF models. Jie Guo 0001, Zeru Li, Xueyan He, Beibei Wang 0002, Yanwen Guo 0001, Lingqi Yan 0001 |
ACM Trans. Graph. | 7 |
| 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. | 4 |
| 2023 | Neural Prefiltering for Correlation-Aware Levels of DetailabstractWe introduce a practical general-purpose neural appearance filtering pipeline for physically-based rendering. We tackle the previously difficult challenge of aggregating visibility across many levels of detail from local information only, without relying on learning visibility for the entire scene. The high adaptivity of neural representations allows us to retain geometric correlations along rays and thus avoid light leaks. Common approaches to prefiltering decompose the appearance of a scene into volumetric representations with physically-motivated parameters, where the inflexibility of the fitted models limits rendering accuracy. We avoid assumptions on particular types of geometry or materials, bypassing any special-case decompositions. Instead, we directly learn a compressed representation of the intra-voxel light transport. For such high-dimensional functions, neural networks have proven to be useful representations. To satisfy the opposing constraints of prefiltered appearance and correlation-preserving point-to-point visibility, we use two small independent networks on a sparse multi-level voxel grid. Each network requires 10--20 minutes of training to learn the appearance of an asset across levels of detail. Our method achieves 70--95% compression ratios and around 25% of quality improvements over previous work. We reach interactive to real-time framerates, depending on the level of detail. Philippe Weier, Tobias Zirr, Anton Kaplanyan, Lingqi Yan 0001, Philipp Slusallek |
ACM Trans. Graph. | 4 |
| 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. | 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 | 6 |
| 2022 | Unbiased Caustics Rendering Guided by Representative Specular PathsabstractCaustics are interesting patterns caused by the light being focused when reflecting off glossy materials. Rendering them in computer graphics is still challenging: they correspond to high luminous intensity focused over a small area. Finding the paths that contribute to this small area is difficult, and even more difficult when using camera-based path tracing instead of bidirectional approaches. Recent improvements in path guiding are still unable to compute efficiently the light paths that contribute to a caustic. In this paper, we present a novel path guiding approach to enable reliable rendering of caustics. Our approach relies on computing representative specular paths, then extending them using a chain of spherical Gaussians. We use these extended paths to estimate the incident radiance distribution and guide path tracing. We combine this approach with several practical strategies, such as spatial reusing and parallax-aware representation for arbitrarily curved reflectors. Our path-guided algorithm using extended specular paths outperforms current state-of-the-art methods and handles multiple bounces of light and a variety of scenes. Beibei Wang 0002, Changhe Tu, Kun Xu 0003, Nicolas Holzschuch, Lingqi Yan 0001 |
SIGGRAPH Asia | 6 |
| 2022 | Lightweight Neural Basis Functions for All-Frequency ShadingabstractBasis functions provide both the abilities for compact representation and the properties for efficient computation. Therefore, they are pervasively used in rendering to perform all-frequency shading. However, common basis functions, including spherical harmonics (SH), wavelets, and spherical Gaussians (SG) all have their own limitations, such as low-frequency for SH, not rotationally invariant for wavelets, and no multiple product support for SG. In this paper, we present neural basis functions, an implicit and data-driven set of basis functions that circumvents the limitations with all desired properties. We first introduce a representation neural network that takes any general 2D spherical function (e.g. environment lighting, BRDF, and visibility) as input and projects it onto the latent space as coefficients of our neural basis functions. Then, we design several lightweight neural networks that perform different types of computation, giving our basis functions different computational properties such as double/triple product integrals and rotations. We demonstrate the practicality of our neural basis functions by integrating them into all-frequency shading applications, showing that our method not only achieves a compression rate of and 10 × -40 × better performance than wavelets at equal quality, but also renders all-frequency lighting effects in real-time without the aforementioned limitations from classic basis functions. Zilin Xu, Zheng Zeng 0005, Lu Wang 0007, Lingqi Yan 0001 |
SIGGRAPH Asia | 5 |
| 2022 | Real-Time Microstructure Rendering with MIP-Mapped Normal Map SamplesabstractAbstract Normal map‐based microstructure rendering can generate both glint and scratch appearance accurately. However, the extra high‐resolution normal map that defines every microfacet normal may incur high storage and computation costs. We present an example‐based real‐time rendering method for arbitrary microstructure materials, which significantly reduces the required storage space. Our method takes a small‐size normal map sample as input. We implicitly synthesize a high‐resolution normal map from the normal map sample and construct MIP‐mapped 4D position‐normal Gaussian lobes. Based on the above MIP‐mapped 4D lobes and a LUT (lookup table) data structure for the synthesized high‐resolution normal map, an efficient Gaussian query method is presented to evaluate ‐NDFs (position‐normal distribution functions) for shading. We can render complex scenes with glint and scratch surfaces in real time ( 30 fps) with a full high‐definition resolution, and the space required for each microstructure material is decreased to 30 MB. Haowen Tan, Junqiu Zhu, Yanning Xu, Xiangxu Meng, Lu Wang 0007, Lingqi Yan 0001 |
Comput. Graph. Forum | 6 |
| 2022 | Rendering discrete participating media using geometrical optics approximationabstractWe consider the scattering of light in participating media composed of sparsely and randomly distributed discrete particles. The particle size is expected to range from the scale of the wavelength to several orders of magnitude greater, resulting in an appearance with distinct graininess as opposed to the smooth appearance of continuous media. One fundamental issue in the physically-based synthesis of such appearance is to determine the necessary optical properties in every local region. Since these properties vary spatially, we resort to geometrical optics approximation (GOA), a highly efficient alternative to rigorous Lorenz—Mie theory, to quantitatively represent the scattering of a single particle. This enables us to quickly compute bulk optical properties for any particle size distribution. We then use a practical Monte Carlo rendering solution to solve energy transfer in the discrete participating media. Our proposed framework is the first to simulate a wide range of discrete participating media with different levels of graininess, converging to the continuous media case as the particle concentration increases. Jie Guo 0001, Bingyang Hu, Yuanqi Li, Yanwen Guo 0001, Lingqi Yan 0001 |
Comput. Vis. Media | 6 |
| 2022 | A survey on rendering homogeneous participating mediaabstractParticipating media are frequent in real-world scenes, whether they contain milk, fruit juice, oil, or muddy water in a river or the ocean. Incoming light interacts with these participating media in complex ways: refraction at boundaries and scattering and absorption inside volumes. The radiative transfer equation is the key to solving this problem. There are several categories of rendering methods which are all based on this equation, but using different solutions. In this paper, we introduce these groups, which include volume density estimation based approaches, virtual point/ray/beam lights, point based approaches, Monte Carlo based approaches, acceleration techniques, accurate single scattering methods, neural network based methods, and spatially-correlated participating media related methods. As well as discussing these methods, we consider the challenges and open problems in this research area. Wenshi Wu, Beibei Wang 0002, Lingqi Yan 0001 |
Comput. Vis. Media | 3 |
| 2022 | Recent advances in glinty appearance renderingabstractThe interaction between light and materials is key to physically-based realistic rendering. However, it is also complex to analyze, especially when the materials contain a large number of details and thus exhibit “glinty” visual effects. Recent methods of producing glinty appearance are expected to be important in next-generation computer graphics. We provide here a comprehensive survey on recent glinty appearance rendering. We start with a definition of glinty appearance based on microfacet theory, and then summarize research works in terms of representation and practical rendering. We have implemented typical methods using our unified platform and compare them in terms of visual effects, rendering speed, and memory consumption. Finally, we briefly discuss limitations and future research directions. We hope our analysis, implementations, and comparisons will provide insight for readers hoping to choose suitable methods for applications, or carry out research. Junqiu Zhu, Sizhe Zhao, Yanning Xu, Xiangxu Meng, Lu Wang 0007, Lingqi Yan 0001 |
Comput. Vis. Media | 6 |
| 2022 | Constant-Cost Spatio-Angular Prefiltering of Glinty Appearance Using Tensor DecompositionabstractThe detailed glinty appearance from complex surface microstructures enhances the level of realism but is both - and time-consuming to render, especially when viewed from far away (large spatial coverage) and/or illuminated by area lights (large angular coverage). In this article, we formulate the glinty appearance rendering process as a spatio-angular range query problem of the Normal Distribution Functions (NDFs), and introduce an efficient spatio-angular prefiltering solution to it. We start by exhaustively precomputing all possible NDFs with differently sized positional coverages. Then we compress the precomputed data using tensor rank decomposition, which enables accurate and fast angular range queries. With our spatio-angular prefiltering scheme, we are able to solve both the storage and performance issues at the same time, leading to efficient rendering of glinty appearance with both constant storage and constant performance, regardless of the range of spatio-angular queries. Finally, we demonstrate that our method easily applies to practical rendering applications that were traditionally considered difficult. For example, efficient bidirectional reflection distribution function evaluation accurate NDF importance sampling, fast global illumination between glinty objects, high-frequency preserving rendering with environment lighting, and tile-based synthesis of glinty appearance. Hong Deng, Yang Liu 0288, Beibei Wang 0002, Jian Yang 0003, Lei Ma 0008, Nicolas Holzschuch, Lingqi Yan 0001 |
ACM Trans. Graph. | 7 |
| 2022 | Efficient Light Probes for Real-Time Global IlluminationabstractReproducing physically-based global illumination (GI) effects has been a long-standing demand for many real-time graphical applications. In pursuit of this goal, many recent engines resort to some form of light probes baked in a precomputation stage. Unfortunately, the GI effects stemming from the precomputed probes are rather limited due to the constraints in the probe storage, representation or query. In this paper, we propose a new method for probe-based GI rendering which can generate a wide range of GI effects, including glossy reflection with multiple bounces, in complex scenes. The key contributions behind our work include a gradient-based search algorithm and a neural image reconstruction method. The search algorithm is designed to reproject the probes' contents to any query viewpoint, without introducing parallax errors, and converges fast to the optimal solution. The neural image reconstruction method, based on a dedicated neural network and several G-buffers, tries to recover high-quality images from low-quality inputs due to limited resolution or (potential) low sampling rate of the probes. This neural method makes the generation of light probes efficient. Moreover, a temporal reprojection strategy and a temporal loss are employed to improve temporal stability for animation sequences. The whole pipeline runs in realtime (>30 frames per second) even for high-resolution (1920×1080) outputs, thanks to the fast convergence rate of the gradient-based search algorithm and a light-weight design of the neural network. Extensive experiments on multiple complex scenes have been conducted to show the superiority of our method over the state-of-the-arts. Jie Guo 0001, Zijing Zong, Yadong Song, Xihao Fu, Chengzhi Tao, Yanwen Guo 0001, Lingqi Yan 0001 |
ACM Trans. Graph. | 7 |
| 2022 | Towards practical physical-optics renderingabstractPhysical light transport (PLT) algorithms can represent the wave nature of light globally in a scene, and are consistent with Maxwell's theory of electromagnetism. As such, they are able to reproduce the wave-interference and diffraction effects of real physical optics. However, the recent works that have proposed PLT are too expensive to apply to real-world scenes with complex geometry and materials. To address this problem, we propose a novel framework for physical light transport based on several key ideas that actually makes PLT practical for complex scenes. First, we restrict the spatial coherence shape of light to an anisotropic Gaussian and justify this restriction with general arguments based on entropy. This restriction serves to simplify the rest of the derivations, without practical loss of generality. To describe partially-coherent light, we present new rendering primitives that generalize the radiometric radiance and irradiance, and are based on the well-known Stokes parameters. We are able to represent light of arbitrary spectral content and states of polarization, and with any coherence volume and anisotropy. We also present the wave BSDF to accurately render diffractions and wave-interference effects. Furthermore, we present an approach to importance sample this wave BSDF to facilitate bi-directional path tracing, which has been previously impossible. We show good agreement with state-of-the-art methods, but unlike them we are able to render complex scenes where all the materials are new, coherence-aware physical optics materials, and with performance approaching that of "classical" rendering methods. Shlomi Steinberg, Pradeep Sen, Lingqi Yan 0001 |
ACM Trans. Graph. | 3 |
| 2022 | Rendering of Subjective Speckle Formed by Rough Statistical SurfacesabstractTremendous effort has been extended by the computer graphics community to advance the level of realism of material appearance reproduction by incorporating increasingly more advanced techniques. We are now able to re-enact the complicated interplay between light and microscopic surface features—scratches, bumps and other imperfections—in a visually convincing fashion. However, diffractive patterns arise even when no explicitly defined features are present: Any random surface will act as a diffracting aperture and its statistics heavily influence the statistics of the diffracted wave fields. Nonetheless, the problem of rendering diffraction effects induced by surfaces that are defined purely statistically remains wholly unexplored. We present a thorough derivation, from core optical principles, of the intensity of the scattered fields that arise when a natural, partially coherent light source illuminates a random surface. We follow with a probability theory analysis of the statistics of those fields and present our rendering algorithm. All of our derivations are formally proven and verified numerically as well. Our method is the first to render diffraction effects produced by a surface described statistically only, and bridges the theoretical gap between contemporary surface modelling and rendering. Shlomi Steinberg, Lingqi Yan 0001 |
ACM Trans. Graph. | 2 |
| 2022 | Position-free multiple-bounce computations for smith microfacet BSDFsabstractBidirectional Scattering Distribution Functions (BSDFs) encode how a material reflects or transmits the incoming light. The most commonly used model is the microfacet BSDF. It computes the material response from the microgeometry of the surface assuming a single bounce on specular microfacets. The original model ignores multiple bounces on the microgeometry, resulting in an energy loss, especially for rough materials. In this paper, we present a new method to compute the multiple bounces inside the microgeometry, eliminating this energy loss. Our method relies on a position-free formulation of multiple bounces inside the microgeometry. We use an explicit mathematical definition of the path space that describes single and multiple bounces in a uniform way. We then study the behavior of light on the different vertices and segments in the path space, leading to a reciprocal multiple-bounce description of BSDFs. Furthermore, we present practical, unbiased Monte Carlo estimators to compute multiple scattering. Our method is less noisy than existing algorithms for computing multiple scattering. It is almost noise-free with a very-low sampling rate, from 2 to 4 samples per pixel (spp). Beibei Wang 0002, Wenhua Jin, Jiahui Fan, Jian Yang 0003, Nicolas Holzschuch, Lingqi Yan 0001 |
ACM Trans. Graph. | 6 |
| 2022 | Differentiable Rendering Using RGBXY Derivatives and Optimal TransportabstractTraditional differentiable rendering approaches are usually hard to converge in inverse rendering optimizations, especially when initial and target object locations are not so close. Inspired by Lagrangian fluid simulation, we present a novel differentiable rendering method to address this problem. We associate each screen-space pixel with the visible 3D geometric point covered by the center of the pixel and compute derivatives on geometric points rather than on pixels. We refer to the associated geometric points as point proxies of pixels. For each point proxy, we compute its 5D RGBXY derivatives which measures how its 3D RGB color and 2D projected screen-space position change with respect to scene parameters. Furthermore, in order to capture global and long-range object motions, we utilize optimal transport based pixel matching to design a more sophisticated loss function. We have conducted experiments to evaluate the effectiveness of our proposed method on various inverse rendering applications and have demonstrated superior convergence behavior compared to state-of-the-art baselines. Jiankai Xing, Fujun Luan, Lingqi Yan 0001, Xuejun Hu, Houde Qian, Kun Xu 0003 |
ACM Trans. Graph. | 3 |
| 2022 | Practical level-of-detail aggregation of fur appearanceabstractFur appearance rendering is crucial for the realism of computer generated imagery, but is also a challenge in computer graphics for many years. Much effort has been made to accurately simulate the multiple-scattered light transport among fur fibers, but the computation cost is still very high, since the number of fur fibers is usually extremely large. In this paper, we aim at reducing the number of fur fibers while preserving realistic fur appearance. We present an aggregated fur appearance model, using one thick cylinder to accurately describe the aggregated optical behavior of a bunch of fur fibers, including the multiple scattering of light among them. Then, to acquire the parameters of our aggregated model, we use a lightweight neural network to map individual fur fiber's optical properties to those in our aggregated model. Finally, we come up with a practical heuristic that guides the simplification process of fur dynamically at different bounces of the light, leading to a practical level-of-detail rendering scheme. Our method achieves nearly the same results as the ground truth, but performs 3.8×-13.5× faster. Junqiu Zhu, Sizhe Zhao, Lu Wang 0007, Yanning Xu, Lingqi Yan 0001 |
ACM Trans. Graph. | 5 |
| 2022 | Lightweight Bilateral Convolutional Neural Networks for Interactive Single-Bounce Diffuse Indirect IlluminationabstractPhysically correct, noise-free global illumination is crucial in physically-based rendering, but often takes a long time to compute. Recent approaches have exploited sparse sampling and filtering to accelerate this process but still cannot achieve interactive performance. It is partly due to the time-consuming ray sampling even at 1 sample per pixel, and partly because of the complexity of deep neural networks. To address this problem, we propose a novel method to generate plausible single-bounce indirect illumination for dynamic scenes in interactive framerates. In our method, we first compute direct illumination and then use a lightweight neural network to predict screen space indirect illumination. Our neural network is designed explicitly with bilateral convolution layers and takes only essential information as input (direct illumination, surface normals, and 3D positions). Also, our network maintains the coherence between adjacent image frames efficiently without heavy recurrent connections. Compared to state-of-the-art works, our method produces single-bounce indirect illumination of dynamic scenes with higher quality and better temporal coherence and runs at interactive framerates. Hanggao Xin, Shaokun Zheng, Kun Xu 0003, Lingqi Yan 0001 |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2021 | Path-based Monte Carlo Denoising Using a Three-Scale Neural NetworkabstractAbstract Monte Carlo rendering is widely used in the movie industry. Since it is costly to produce noise‐free results directly, Monte Carlo denoising is often applied as a post‐process. Recently, deep learning methods have been successfully leveraged in Monte Carlo denoising. They are able to produce high quality denoised results, even with very low sample rate, e.g. 4 spp (sample per pixel). However, for difficult scene configurations, some details could be blurred in the denoised results. In this paper, we aim at preserving more details from inputs rendered with low spp. We propose a novel denoising pipeline that handles three‐scale features ‐ pixel, sample and path ‐ to preserve sharp details, uses an improved Res2Net feature extractor to reduce the network parameters and a smooth feature attention mechanism to remove low‐frequency splotches. As a result, our method achieves higher denoising quality and preserves better details than the previous methods. Weiheng Lin, Beibei Wang 0002, Jian Yang 0003, Lu Wang 0007, Lingqi Yan 0001 |
Comput. Graph. Forum | 5 |
| 2021 | Temporally Reliable Motion Vectors for Real-time Ray TracingabstractAbstract Real‐time ray tracing (RTRT) is being pervasively applied. The key to RTRT is a reliable denoising scheme that reconstructs clean images from significantly undersampled noisy inputs, usually at 1 sample per pixel as limited by current hardware's computing power. The state of the art reconstruction methods all rely on temporal filtering to find correspondences of current pixels in the previous frame, described using per‐pixel screen‐space motion vectors. While these approaches are demonstrated powerful, they suffer from a common issue that the temporal information cannot be used when the motion vectors are not valid, i.e. when temporal correspondences are not obviously available or do not exist in theory. We introduce temporally reliable motion vectors that aim at deeper exploration of temporal coherence, especially for the generally‐believed difficult applications on shadows, glossy reflections and occlusions, with the key idea to detect and track the cause of each effect. We show that our temporally reliable motion vectors produce significantly better temporal results on a variety of dynamic scenes when compared to the state of the art methods, but with negligible performance overhead. Zheng Zeng 0005, Shiqiu Liu, Jinglei Yang, Lu Wang 0007, Lingqi Yan 0001 |
Comput. Graph. Forum | 5 |
| 2021 | Highlight-aware two-stream network for single-image SVBRDF acquisitionabstractThis paper addresses the task of estimating spatially-varying reflectance (i.e., SVBRDF) from a single, casually captured image. Central to our method is a highlight-aware (HA) convolution operation and a two-stream neural network equipped with proper training losses. Our HA convolution, as a novel variant of standard (ST) convolution, directly modulates convolution kernels under the guidance of automatically learned masks representing potentially overexposed highlight regions. It helps to reduce the impact of strong specular highlights on diffuse components and at the same time, hallucinates plausible contents in saturated regions. Considering that variation of saturated pixels also contains important cues for inferring surface bumpiness and specular components, we design a two-stream network to extract features from two different branches stacked by HA convolutions and ST convolutions, respectively. These two groups of features are further fused in an attention-based manner to facilitate feature selection of each SVBRDF map. The whole network is trained end to end with a new perceptual adversarial loss which is particularly useful for enhancing the texture details. Such a design also allows the recovered material maps to be disentangled. We demonstrate through quantitative analysis and qualitative visualization that the proposed method is effective to recover clear SVBRDFs from a single casually captured image, and performs favorably against state-of-the-arts. Since we impose very few constraints on the capture process, even a non-expert user can create high-quality SVBRDFs that cater to many graphical applications. Jie Guo 0001, Shuichang Lai, Chengzhi Tao, Yuelong Cai, Yanwen Guo 0001, Lingqi Yan 0001 |
ACM Trans. Graph. | 7 |
| 2021 | Volumetric appearance stylization with stylizing kernel prediction networkabstractThis paper aims to efficiently construct the volume of heterogeneous single-scattering albedo for a given medium that would lead to desired color appearance. We achieve this goal by formulating it as a volumetric style transfer problem in which an input 3D density volume is stylized using color features extracted from a reference 2D image. Unlike existing algorithms that require cumbersome iterative optimizations, our method leverages a feed-forward deep neural network with multiple well-designed modules. At the core of our network is a stylizing kernel predictor (SKP) that extracts multi-scale feature maps from a 2D style image and predicts a handful of stylizing kernels as a highly non-linear combination of the feature maps. Each group of stylizing kernels represents a specific style. A volume autoencoder (VolAE) is designed and jointly learned with the SKP to transform a density volume to an albedo volume based on these stylizing kernels. Since the autoencoder does not encode any style information, it can generate different albedo volumes with a wide range of appearance once training is completed. Additionally, a hybrid multi-scale loss function is used to learn plausible color features and guarantee temporal coherence for time-evolving volumes. Through comprehensive experiments, we validate the effectiveness of our method and show its superiority by comparing against state-of-the-arts. We show that with our method a novice user can easily create a diverse set of realistic translucent effects for 3D models (either static or dynamic), neglecting any cumbersome process of parameter tuning. Jie Guo 0001, Zijing Zong, Jingwu He, Yanwen Guo 0001, Lingqi Yan 0001 |
ACM Trans. Graph. | 7 |
| 2021 | ExtraNet: real-time extrapolated rendering for low-latency temporal supersamplingabstractBoth the frame rate and the latency are crucial to the performance of realtime rendering applications such as video games. Spatial supersampling methods, such as the Deep Learning SuperSampling (DLSS), have been proven successful at decreasing the rendering time of each frame by rendering at a lower resolution. But temporal supersampling methods that directly aim at producing more frames on the fly are still not practically available. This is mainly due to both its own computational cost and the latency introduced by interpolating frames from the future. In this paper, we present ExtraNet, an efficient neural network that predicts accurate shading results on an extrapolated frame, to minimize both the performance overhead and the latency. With the help of the rendered auxiliary geometry buffers of the extrapolated frame, and the temporally reliable motion vectors, we train our ExtraNet to perform two tasks simultaneously: irradiance in-painting for regions that cannot find historical correspondences, and accurate ghosting-free shading prediction for regions where temporal information is available. We present a robust hole-marking strategy to automate the classification of these tasks, as well as the data generation from a series of high-quality production-ready scenes. Finally, we use lightweight gated convolutions to enable fast inference. As a result, our ExtraNet is able to produce plausibly extrapolated frames without easily noticeable artifacts, delivering a 1.5× to near 2× increase in frame rates with minimized latency in practice. Jie Guo 0001, Xihao Fu, Liqiang Lin, Hengjun Ma, Yanwen Guo 0001, Shiqiu Liu, Lingqi Yan 0001 |
ACM Trans. Graph. | 7 |
| 2021 | A generic framework for physical light transportabstractPhysically accurate rendering often calls for taking the wave nature of light into consideration. In computer graphics, this is done almost exclusively locally, i.e. on a micrometre scale where the diffractive phenomena arise. However, the statistical properties of light, that dictate its coherence characteristics and its capacity to give rise to wave interference effects, evolve globally: these properties change on, e.g., interaction with a surface, diffusion by participating media and simply by propagation. In this paper, we derive the first global light transport framework that is able to account for these properties of light and, therefore, is fully consistent with Maxwell's electromagnetic theory. We show that our framework is a generalization of the classical, radiometry-based light transport---prominent in computer graphics---and retains some of its attractive properties. Finally, as a proof of concept, we apply the presented framework to a few practical problems in rendering and validate against well-studied methods in optics. Shlomi Steinberg, Lingqi Yan 0001 |
ACM Trans. Graph. | 2 |
| 2021 | Physical light-matter interaction in hermite-gauss spaceabstractOur purpose in this paper is two-fold: introduce a computationally-tractable decomposition of the coherence properties of light; and, present a general-purpose light-matter interaction framework for partially-coherent light. In a recent publication, Steinberg and Yan [2021] introduced a framework that generalises the classical radiometry-based light transport to physical optics. This facilitates a qualitative increase in the scope of optical phenomena that can be rendered, however with the additional expressibility comes greater analytic difficulty: This coherence of light, which is the core quantity of physical light transport, depends initially on the characteristics of the light source, and mutates on interaction with matter and propagation. Furthermore, current tools that aim to quantify the interaction of partially-coherent light with matter remain limited to specific materials and are computationally intensive. To practically represent a wide class of coherence functions, we decompose their modal content in Hermite-Gauss space and derive a set of light-matter interaction formulae, which quantify how matter scatters light and affects its coherence properties. Then, we model matter as a locally-stationary random process, generalizing the prevalent deterministic and stationary stochastic descriptions. This gives rise to a framework that is able to formulate the interaction of arbitrary partially-coherent light with a wide class of matter. Indeed, we will show that our presented formalism unifies a few of the state-of-the-art scatter and diffraction formulae into one cohesive theory. This formulae include the sourcing of partially-coherent light, scatter by rough surfaces and microgeometry, diffraction grating and interference by a layered structure. Shlomi Steinberg, Lingqi Yan 0001 |
ACM Trans. Graph. | 2 |
| 2021 | Fast and accurate spherical harmonics productsabstractSpherical Harmonics (SH) have been proven as a powerful tool for rendering, especially in real-time applications such as Precomputed Radiance Transfer (PRT). Spherical harmonics are orthonormal basis functions and are efficient in computing dot products. However, computations of triple product and multiple product operations are often the bottlenecks that prevent moderately high-frequency use of spherical harmonics. Specifically state-of-the-art methods for accurate SH triple products of order n have a time complexity of O ( n 5 ), which is a heavy burden for most real-time applications. Even worse, a brute-force way to compute k -multiple products would take O ( n 2 k ) time. In this paper, we propose a fast and accurate method for spherical harmonics triple products with the time complexity of only O ( n 3 ), and further extend it for computing k -multiple products with the time complexity of O ( kn 3 + k 2 n 2 log ( kn )). Our key insight is to conduct the triple and multiple products in the Fourier space, in which the multiplications can be performed much more efficiently. To our knowledge, our method is theoretically the fastest for accurate spherical harmonics triple and multiple products. And in practice, we demonstrate the efficiency of our method in rendering applications including mid-frequency relighting and shadow fields. Hanggao Xin, Zhiqian Zhou, Di An, Lingqi Yan 0001, Kun Xu 0003, Shi-Min Hu 0001, Shing-Tung Yau |
ACM Trans. Graph. | 4 |
| 2021 | Ensemble denoising for Monte Carlo renderingsabstractVarious denoising methods have been proposed to clean up the noise in Monte Carlo (MC) renderings, each having different advantages, disadvantages, and applicable scenarios. In this paper, we present Ensemble Denoising , an optimization-based technique that combines multiple individual MC denoisers. The combined image is modeled as a per-pixel weighted sum of output images from the individual denoisers. Computation of the optimal weights is formulated as a constrained quadratic programming problem, where we apply a dual-buffer strategy to estimate the overall MSE. We further propose an iterative solver to overcome practical issues involved in the optimization. Besides nice theoretical properties, our ensemble denoiser is demonstrated to be effective and robust, and outperforms any individual denoiser across dozens of scenes and different levels of sample rates. We also perform a comprehensive analysis on the selection of individual denoisers to be combined, providing important and practical guides for users. Shaokun Zheng, Fengshi Zheng, Kun Xu 0003, Lingqi Yan 0001 |
ACM Trans. Graph. | 4 |
| 2021 | Vectorization for Fast, Analytic, and Differentiable VisibilityabstractIn Computer Graphics, the two main approaches to rendering and visibility involve ray tracing and rasterization. However, a limitation of both approaches is that they essentially use point sampling. This is the source of noise and aliasing, and also leads to significant difficulties for differentiable rendering. In this work, we present a new rendering method, which we call vectorization, that computes 2D point-to-region integrals analytically, thus eliminating point sampling in the 2D integration domain such as for pixel footprints and area lights. Our vectorization revisits the concept of beam tracing, and handles the hidden surface removal problem robustly and accurately. That is, for each intersecting triangle inserted into the viewport of a beam in an arbitrary order, we are able to maintain all the visible regions formed by intersections and occlusions, thanks to our Visibility Bounding Volume Hierarchy structure. As a result, our vectorization produces perfectly anti-aliased visibility, accurate and analytic shading and shadows, and most important, fast and noise-free gradients with Automatic Differentiation or Finite Differences that directly enables differentiable rendering without any changes to our rendering pipeline. Our results are inherently high-quality and noise-free, and our gradients are one to two orders of magnitude faster than those computed with existing differentiable rendering methods. Ravi Ramamoorthi, Lingqi Yan 0001 |
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. | 9 |
| 2021 | Foveated Photon MappingabstractVirtual reality (VR) applications require high-performance rendering algorithms to efficiently render 3D scenes on the VR head-mounted display, to provide users with an immersive and interactive virtual environment. Foveated rendering provides a solution to improve the performance of rendering algorithms by allocating computing resources to different regions based on the human visual acuity, and renders images of different qualities in different regions. Rasterization-based methods and ray tracing methods can be directly applied to foveated rendering, but rasterization-based methods are difficult to estimate global illumination (GI), and ray tracing methods are inefficient for rendering scenes that contain paths with low probability. Photon mapping is an efficient GI rendering method for scenes with different materials. However, since photon mapping cannot dynamically adjust the rendering quality of GI according to the human acuity, it cannot be directly applied to foveated rendering. In this paper, we propose a foveated photon mapping method to render realistic GI effects in the foveal region. We use the foveated photon tracing method to generate photons with high density in the foveal region, and these photons are used to render high-quality images in the foveal region. We further propose a temporal photon management to select and update the valid foveated photons of the previous frame for improving our method's performance. Our method can render diffuse, specular, glossy and transparent materials to achieve effects specifically related to GI, such as color bleeding, specular reflection, glossy reflection and caustics. Our method supports dynamic scenes and renders high-quality GI in the foveal region at interactive rates. Xuehuai Shi, Lili Wang 0006, Xiaoheng Wei, Lingqi Yan 0001 |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2020 | Foveated Instant RadiosityabstractFoveated rendering distributes computational resources based on visual acuity, more in the foveal regions of our eyes and less in the periphery. The traditional rasterization method can be adapted into the foveated rendering framework in a quite straightforward way, but it's difficult for estimating global illumination. Instant Radiosity is an efficient global illumination method. It generates Virtual Point Lights (VPLs) on the surface of the virtual scenes from light sources and uses these VPLs to simulate light bounces. However, instant radiosity can not be adapted into the foveated rendering pipeline directly, and is too slow for virtual reality experience. What's more, instant radiosity does not consider temporal coherence, therefore it lacks temporal stability for dynamic scenes. In this paper, we propose a foveated rendering method for instant radiosity with more accurate global illumination effects in the foveal region and less accurate global illumination in the peripheral region. We define a foveated importance for each VPL, and use it to smartly distribute the VPLs to guarantee the rendering precision of the foveal region. Meanwhile, we propose a novel VPL reuse scheme, which updates only a small fraction of VPLs over frames, which ensures temporal coherence and improves time efficiency. Our method supports dynamic scenes and achieves high quality in the foveal regions at interactive frame rates. Lili Wang 0006, Xuehuai Shi, Lingqi Yan 0001 |
ISMAR | 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 | 3 |
| 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. | 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. | 4 |
| 2019 | Adaptive BRDF-Oriented Multiple Importance Sampling of Many LightsabstractAbstract Many‐light rendering is becoming more common and important as rendering goes into the next level of complexity. However, to calculate the illumination under many lights, state of the art algorithms are still far from efficient, due to the separate consideration of light sampling and BRDF sampling. To deal with the inefficiency of many‐light rendering, we present a novel light sampling method named BRDF‐oriented light sampling, which selects lights based on importance values estimated using the BRDF's contributions. Our BRDF‐oriented light sampling method works naturally with MIS, and allows us to dynamically determine the number of samples allocated for different sampling techniques. With our method, we can achieve a significantly faster convergence to the ground truth results, both perceptually and numerically, as compared to previous many‐light rendering algorithms. Kun Xu 0003, Lingqi Yan 0001 |
Comput. Graph. Forum | 3 |
| 2019 | Fractional gaussian fields for modeling and rendering of spatially-correlated mediaabstractTransmission of radiation through spatially-correlated media has demonstrated deviations from the classical exponential law of the corresponding uncorrelated media. In this paper, we propose a general, physically-based method for modeling such correlated media with non-exponential decay of transmittance. We describe spatial correlations by introducing the Fractional Gaussian Field (FGF), a powerful mathematical tool that has proven useful in many areas but remains under-explored in graphics. With the FGF, we study the effects of correlations in a unified manner, by modeling both high-frequency, noise-like fluctuations and k -th order fractional Brownian motion (fBm) with a stochastic continuity property. As a result, we are able to reproduce a wide variety of appearances stemming from different types of spatial correlations. Compared to previous work, our method is the first that addresses both short-range and long-range correlations using physically-based fluctuation models. We show that our method can simulate different extents of randomness in spatially-correlated media, resulting in a smooth transition in a range of appearances from exponential falloff to complete transparency. We further demonstrate how our method can be integrated into an energy-conserving RTE framework with a well-designed importance sampling scheme and validate its ability compared to the classical transport theory and previous work. Jie Guo 0001, Bingyang Hu, Lingqi Yan 0001, Yanwen Guo 0001 |
ACM Trans. Graph. | 4 |
| 2019 | GradNet: unsupervised deep screened poisson reconstruction for gradient-domain renderingabstractMonte Carlo (MC) methods for light transport simulation are flexible and general but typically suffer from high variance and slow convergence. Gradientdomain rendering alleviates this problem by additionally generating image gradients and reformulating rendering as a screened Poisson image reconstruction problem. To improve the quality and performance of the reconstruction, we propose a novel and practical deep learning based approach in this paper. The core of our approach is a multi-branch auto-encoder, termed GradNet, which end-to-end learns a mapping from a noisy input image and its corresponding image gradients to a high-quality image with low variance. Once trained, our network is fast to evaluate and does not require manual parameter tweaking. Due to the difficulty in preparing ground-truth images for training, we design and train our network in a completely unsupervised manner by learning directly from the input data. This is the first solution incorporating unsupervised deep learning into the gradient-domain rendering framework. The loss function is defined as an energy function including a data fidelity term and a gradient fidelity term. To further reduce the noise of the reconstructed image, the loss function is reinforced by adding a regularizer constructed from selected rendering-specific features. We demonstrate that our method improves the reconstruction quality for a diverse set of scenes, and reconstructing a high-resolution image takes far less than one second on a recent GPU. Jie Guo 0001, Quewei Li, Yuting Qiang, Bingyang Hu, Yanwen Guo 0001, Lingqi Yan 0001 |
ACM Trans. Graph. | 7 |
| 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. | 4 |
| 2019 | Accurate appearance preserving prefiltering for rendering displacement-mapped surfacesabstractPrefiltering the reflectance of a displacement-mapped surface while preserving its overall appearance is challenging, as smoothing a displacement map causes complex changes of illumination effects such as shadowing-masking and interreflection. In this paper, we introduce a new method that prefilters displacement maps and BRDFs jointly and constructs SVBRDFs at reduced resolutions. These SVBRDFs preserve the appearance of the input models by capturing both shadowing-masking and interreflection effects. To express our appearance-preserving SVBRDFs efficiently, we leverage a new representation that involves spatially varying NDFs and a novel scaling function that accurately captures micro-scale changes of shadowing, masking, and interreflection effects. Further, we show that the 6D scaling function can be factorized into a 2D function of surface location and a 4D function of direction. By exploiting the smoothness of these functions, we develop a simple and efficient factorization method that does not require computing the full scaling function. The resulting functions can be represented at low resolutions (e.g., 4 2 for the spatial function and 15 4 for the angular function), leading to minimal additional storage. Our method generalizes well to different types of geometries beyond Gaussian surfaces. Models prefiltered using our approach at different scales can be combined to form mipmaps, allowing accurate and anti-aliased level-of-detail (LoD) rendering. Lingqi Yan 0001, Ravi Ramamoorthi |
ACM Trans. Graph. | 3 |
| 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. | 1 |
| 2017 | Multiple Axis-Aligned Filters for Rendering of Combined Distribution EffectsabstractAbstract Distribution effects such as diffuse global illumination, soft shadows and depth of field, are most accurately rendered using Monte Carlo ray or path tracing. However, physically accurate algorithms can take hours to converge to a noise‐free image. A recent body of work has begun to bridge this gap, showing that both individual and multiple effects can be achieved accurately and efficiently. These methods use sparse sampling, GPU raytracers, and adaptive filtering for reconstruction. They are based on a Fourier analysis, which models distribution effects as a wedge in the frequency domain. The wedge can be approximated as a single large axis‐aligned filter, which is fast but retains a large area outside the wedge, and therefore requires a higher sampling rate; or a tighter sheared filter, which is slow to compute. The state‐of‐the‐art fast sheared filtering method combines low sampling rate and efficient filtering, but has been demonstrated for individual distribution effects only, and is limited by high‐dimensional data storage and processing. We present a novel filter for efficient rendering of combined effects, involving soft shadows and depth of field, with global (diffuse indirect) illumination. We approximate the wedge spectrum with multiple axis‐aligned filters, marrying the speed of axis‐aligned filtering with an even more accurate (compact and tighter) representation than sheared filtering. We demonstrate rendering of single effects at comparable sampling and frame‐rates to fast sheared filtering. Our main practical contribution is in rendering multiple distribution effects, which have not even been demonstrated accurately with sheared filtering. For this case, we present an average speedup of 6× compared with previous axis‐aligned filtering methods. Lingqi Yan 0001, Alexandr Kuznetsov, Ravi Ramamoorthi |
Comput. Graph. Forum | 2 |
| 2017 | Antialiasing Complex Global Illumination Effects in Path-SpaceabstractWe present the first method to efficiently predict antialiasing footprints to pre-filter color-, normal-, and displacement-mapped appearance in the context of multi-bounce global illumination. We derive Fourier spectra for radiance and importance functions that allow us to compute spatial-angular filtering footprints at path vertices for both uni- and bi-directional path construction. We then use these footprints to antialias reflectance modulated by high-resolution maps (such as color and normal maps) encountered along a path. In doing so, we also unify the traditional path-space formulation of light transport with our frequency-space interpretation of global illumination pre-filtering. Our method is fully compatible with all existing single bounce pre-filtering appearance models, not restricted by path length, and easy to implement atop existing path-space renderers. We illustrate its effectiveness on several radiometrically complex scenarios where previous approaches either completely fail or require orders of magnitude more time to arrive at similarly high-quality results. Laurent Belcour, Lingqi Yan 0001, Ravi Ramamoorthi, Derek Nowrouzezahrai |
ACM Trans. Graph. | 2 |
| 2017 | An efficient and practical near and far field fur reflectance modelabstractPhysically-based fur rendering is difficult. Recently, structural differences between hair and fur fibers have been revealed by Yan et al. (2015), who showed that fur fibers have an inner scattering medulla, and developed a double cylinder model. However, fur rendering is still complicated due to the complex scattering paths through the medulla. We develop a number of optimizations that improve efficiency and generality without compromising accuracy, leading to a practical fur reflectance model. We also propose a key contribution to support both near and far-field rendering, and allow smooth transitions between them. Specifically, we derive a compact BCSDF model for fur reflectance with only 5 lobes. Our model unifies hair and fur rendering, making it easy to implement within standard hair rendering software, since we keep the traditional R , TT , and TRT lobes in hair, and only add two extensions to scattered lobes, TT s and TRT s . Moreover, we introduce a compression scheme using tensor decomposition to dramatically reduce the precomputed data storage for scattered lobes to only 150 KB, with minimal loss of accuracy. By exploiting piecewise analytic integration, our method further enables a multi-scale rendering scheme that transitions between near and far field rendering smoothly and efficiently for the first time, leading to 6 -- 8× speed up over previous work. Lingqi Yan 0001, Henrik Wann Jensen, Ravi Ramamoorthi |
ACM Trans. Graph. | 1 |
| 2017 | A BSSRDF model for efficient rendering of fur with global illuminationabstractPhysically-based hair and fur rendering is crucial for visual realism. One of the key effects is global illumination, involving light bouncing between different fibers. This is very time-consuming to simulate with methods like path tracing. Efficient approximate global illumination techniques such as dual scattering are in widespread use, but are limited to human hair only, and cannot handle color bleeding, transparency and hair-object inter-reflection. We present the first global illumination model, based on dipole diffusion for subsurface scattering, to approximate light bouncing between individual fur fibers. We model complex light and fur interactions as subsurface scattering, and use a simple neural network to convert from fur fibers' properties to scattering parameters. Our network is trained on only a single scene with different parameters, but applies to general scenes and produces visually accurate appearance, supporting color bleeding and further inter-reflections. Lingqi Yan 0001, Weilun Sun, Henrik Wann Jensen, Ravi Ramamoorthi |
ACM Trans. Graph. | 1 |
| 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. | 1 |
| 2015 | Fast 4D Sheared Filtering for Interactive Rendering of Distribution EffectsabstractSoft shadows, depth of field, and diffuse global illumination are common distribution effects, usually rendered by Monte Carlo ray tracing. Physically correct, noise-free images can require hundreds or thousands of ray samples per pixel, and take a long time to compute. Recent approaches have exploited sparse sampling and filtering; the filtering is either fast (axis-aligned), but requires more input samples, or needs fewer input samples but is very slow (sheared). We present a new approach for fast sheared filtering on the GPU. Our algorithm factors the 4D sheared filter into four 1D filters. We derive complexity bounds for our method, showing that the per-pixel complexity is reduced from O ( n 2 l 2 ) to O ( nl ), where n is the linear filter width (filter size is O ( n 2 )) and l is the (usually very small) number of samples for each dimension of the light or lens per pixel (spp is l 2 ). We thus reduce sheared filtering overhead dramatically. We demonstrate rendering of depth of field, soft shadows and diffuse global illumination at interactive speeds. We reduce the number of samples needed by 5-8×, compared to axis-aligned filtering, and framerates are 4× faster for equal quality. Lingqi Yan 0001, Soham Uday Mehta, Ravi Ramamoorthi, Frédo Durand |
ACM Trans. Graph. | 1 |
| 2015 | Physically-accurate fur reflectance: modeling, measurement and renderingabstractRendering photo-realistic animal fur is a long-standing problem in computer graphics. Considerable effort has been made on modeling the geometric complexity of fur, but the reflectance of fur fibers is not well understood. Fur has a distinct diffusive and saturated appearance, that is not captured by either the Marschner hair model or the Kajiya-Kay model. In this paper, we develop a physically-accurate reflectance model for fur fibers. Based on anatomical literature and measurements, we develop a double cylinder model for the reflectance of a single fur fiber, where an outer cylinder represents the biological observation of a cortex covered by multiple cuticle layers, and an inner cylinder represents the scattering interior structure known as the medulla. Our key contribution is to model medulla scattering accurately---in contrast, for human hair, the medulla has minimal width and thus negligible contributions to the reflectance. Medulla scattering introduces additional reflection and transmission paths, as well as diffusive reflectance lobes. We validate our physical model with measurements on real fur fibers, and introduce the first database in computer graphics of reflectance profiles for nine fur samples. We show that our model achieves significantly better fits to the measured data than the Marschner hair reflectance model. For efficient rendering, we develop a method to precompute 2D medulla scattering profiles and analytically approximate our reflectance model with factored lobes. The accuracy of the approach is validated by comparing our rendering model to full 3D light transport simulations. Our model provides an enriched set of controls, where the parameters we fit can be directly used to render realistic fur, or serve as a starting point from which artists can manually tune parameters for desired appearances. Lingqi Yan 0001, Chi-Wei Tseng, Henrik Wann Jensen, Ravi Ramamoorthi |
ACM Trans. Graph. | 1 |
| 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. | 3 |
| 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. | 1 |
| 2012 | Accurate Translucent Material Rendering under Spherical Gaussian LightsabstractAbstract In this paper we present a new algorithm for accurate rendering of translucent materials under Spherical Gaussian (SG) lights. Our algorithm builds upon the quantized‐diffusion BSSRDF model recently introduced in [ dI11 ]. Our main contribution is an efficient algorithm for computing the integral of the BSSRDF with an SG light. We incorporate both single and multiple scattering components. Our model improves upon previous work by accounting for the incident angle of each individual SG light. This leads to more accurate rendering results, notably elliptical profiles from oblique illumination. In contrast, most existing models only consider the total irradiance received from all lights, hence can only generate circular profiles. Experimental results show that our method is suitable for rendering of translucent materials under finite‐area lights or environment lights that can be approximated by a small number of SGs. Lingqi Yan 0001, Yahan Zhou, Kun Xu 0003, Rui Wang 0003 |
Comput. Graph. Forum | 1 |