EDBT 2026 Demo / reviewers in the wild / expert
Eugene d'Eon
dblp:52/4471
· DBLP profile ↗
18ranked-venue papers
5as first author
11since 2021 · last 2025
0000-0002-3761-2989ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 18 · 5 first-author · 11 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Practical Gaussian Process Implicit Surfaces with Sparse ConvolutionsabstractA fundamental challenge in rendering has been the dichotomy between surface and volume models. Gaussian Process Implicit Surfaces (GPISes) recently provided a unified approach for surfaces, volumes, and the spectrum in between. However, this representation remains impractical due to its high computational cost and mathematical complexity. We address these limitations by reformulating GPISes as procedural noise, eliminating expensive linear system solves while maintaining control over spatial correlations. Our method enables efficient sampling of stochastic realizations and supports flexible conditioning of values and derivatives through pathwise updates. To further enable practical rendering, we derive analytic distributions for surface normals, allowing for variance-reduced light transport via next-event estimation and multiple importance sampling. Our framework achieves efficient, high-quality rendering of stochastic surfaces and volumes with significantly simplified implementations on both CPU and GPU, while preserving the generality of the original GPIS representation. Benedikt Bitterli, Eugene d'Eon, Wojciech Jarosz |
ACM Trans. Graph. | 3 |
| 2025 | Harmonic Caching for Walk on SpheresabstractWe present a variance reduction technique for Walk on Spheres (WoS) that solves elliptic partial differential equations (PDEs) by combining overlapping harmonic expansions of the solution, each estimated using unbiased Monte Carlo random walks. Our method supports Laplace and screened Poisson equations with Dirichlet, Neumann, and Robin boundary conditions in both 2D and 3D. By adaptively covering the domain with local expansion regions and reconstructing the solution inside each region using an infinite Fourier series of the harmonic function, our method achieves over an order of magnitude lower error than traditional pointwise WoS in equal time. While low-order truncations of the series typically introduce limited bias, we also introduce a stochastic truncation scheme that eliminates this bias in the reconstructed solution. Compared to recently developed caching algorithms for WoS, such as Boundary and Mean Value Caching, our approach yields solutions with lower error and fewer correlation artifacts. Zihong Zhou, Eugene d'Eon, Rohan Sawhney, Wojciech Jarosz |
ACM Trans. Graph. | 2 |
| 2024 | Reconstructing translucent thin objects from photos
Bruce Walter, Ravi Ramamoorthi, Eugene d'Eon, Steve Marschner, Andrea Weidlich |
SIGGRAPH Asia | 5 |
| 2024 | VMF Diffuse: A unified rough diffuse BRDFabstractAbstract We present a practical analytic BRDF that approximates scattering from a generalized microfacet volume with a von Mises‐Fischer NDF. Our BRDF seamlessly blends from smooth Lambertian, through moderately rough height fields with Beckmann‐like statistics and into highly rough/porous behaviours that have been lacking from prior models. At maximum roughness, our model reduces to the recent Lambert‐sphere BRDF. We validate our model by comparing to simulations of scattering from geometries with randomly‐placed Lambertian spheres and show an improvement relative to a rough Beckmann BRDF with very high roughness. Eugene d'Eon, Andrea Weidlich |
Comput. Graph. Forum | 1 |
| 2024 | From microfacets to participating media: A unified theory of light transport with stochastic geometryabstractStochastic geometry models have enjoyed immense success in graphics for modeling interactions of light with complex phenomena such as participating media, rough surfaces, fibers, and more. Although each of these models operates on the same principle of replacing intricate geometry by a random process and deriving the average light transport across all instances thereof, they are each tailored to one specific application and are fundamentally distinct. Each type of stochastic geometry present in the scene is firmly encapsulated in its own appearance model, with its own statistics and light transport average, and no cross-talk between different models or deterministic and stochastic geometry is possible. In this paper, we derive a theory of light transport on stochastic implicit surfaces , a geometry model capable of expressing deterministic geometry, microfacet surfaces, participating media, and an exciting new continuum in between containing aggregate appearance, non-classical media, and more. Our model naturally supports spatial correlations , missing from most existing stochastic models. Our theory paves the way for tractable rendering of scenes in which all geometry is described by the same stochastic model, while leaving ample future work for developing efficient sampling and rendering algorithms. Dario Seyb, Eugene d'Eon, Benedikt Bitterli, Wojciech Jarosz |
ACM Trans. Graph. | 2 |
| 2024 | A Free-Space Diffraction BSDFabstractFree-space diffractions are an optical phenomenon where light appears to "bend" around the geometric edges and corners of scene objects. In this paper we present an efficient method to simulate such effects. We derive an edge-based formulation of Fraunhofer diffraction, which is well suited to the common (triangular) geometric meshes used in computer graphics. Our method dynamically constructs a free-space diffraction BSDF by considering the geometry around the intersection point of a ray of light with an object, and we present an importance sampling strategy for these BSDFs. Our method is unique in requiring only ray tracing to produce free-space diffractions, works with general meshes, requires no geometry preprocessing, and is designed to work with path tracers with a linear rendering equation. We show that we are able to reproduce accurate diffraction lobes, and, in contrast to any existing method, are able to handle complex, real-world geometry. This work serves to connect free-space diffractions to the efficient path tracing tools from computer graphics. Shlomi Steinberg, Ravi Ramamoorthi, Benedikt Bitterli, Arshiya Mollazainali, Eugene d'Eon, Matt Pharr |
ACM Trans. Graph. | 5 |
| 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. | 4 |
| 2024 | Appearance Modeling of Iridescent Feathers with Diverse NanostructuresabstractMany animals exhibit structural colors, which are often iridescent, meaning that the perceived colors change with illumination conditions and viewing perspectives. Biological iridescence is usually caused by multilayers or other periodic structures in animal tissues, which selectively reflect light of certain wavelengths and often result in a shiny appearance---which almost always comes with spatially varying highlights, thanks to randomness and irregularities in the structures. Previous models for biological iridescence tend to each target one specific structure, and most models only compute large-area averages, overlooking spatial variation in iridescent appearance. In this work, we build appearance models for biological iridescence using bird feathers as our case study, investigating different types of feathers with a variety of structural coloration mechanisms. We propose an approximate wave simulation method that takes advantage of quasi-regular structures while efficiently modeling the effects of natural structural irregularities. We further propose a method to distill our simulation results into distributions of BRDFs, generated using noise functions, that preserve relevant statistical properties of the simulated BRDFs. This allows us to model the spatially varying, glittery appearance commonly seen on feathers. Our BRDFs are practical and efficient, and we present renderings of multiple types of iridescent feathers with comparisons to photographic images. Yunchen Yu, Andrea Weidlich, Bruce Walter, Eugene d'Eon, Steve Marschner |
ACM Trans. Graph. | 4 |
| 2022 | A Position-Free Path Integral for Homogeneous Slabs and Multiple Scattering on Smith MicrofacetsabstractAbstract We consider the problem of multiple scattering on Smith microfacets. This problem is equivalent to computing volumetric light transport in a homogeneous slab. Although the symmetry of the slab allows for significant simplification, fully analytic solutions are scarce and not general enough for most applications. Standard Monte Carlo simulation, although general, is expensive and leads to variance that must be dealt with. We present the first unbiased, truly position‐free path integral for evaluating the BSDF of a homogeneous slab. We collapse the spatially‐1D path integral of previous works to a position‐free form using an analytical preintegration of collision distances. Evaluation of the resulting path integral, which now contains only directions, reduces to simple recursive manipulation of exponential distributions. Applying Monte Carlo to solve the reduced integration problem leads to lower variance. Our new algorithm allows us to render multiple scattering on Smith microfacets with less variance than prior work, and, in the case of conductors, to do so without any bias. Additionally, our algorithm can also be used to accelerate the rendering of BSDFs containing volumetrically scattering layers, at reduced variance compared to standard Monte Carlo integration. Benedikt Bitterli, Eugene d'Eon |
Comput. Graph. Forum | 2 |
| 2021 | An analytic BRDF for materials with spherical Lambertian scatterersabstractAbstract We present a new analytic BRDF for porous materials comprised of spherical Lambertian scatterers. The BRDF has a single parameter: the albedo of the Lambertian particles. The resulting appearance exhibits strong back scattering and saturation effects that height‐field‐based models such as Oren‐Nayar cannot reproduce. Eugene d'Eon |
Comput. Graph. Forum | 1 |
| 2021 | An unbiased ray-marching transmittance estimatorabstractWe present an in-depth analysis of the sources of variance in state-of-the-art unbiased volumetric transmittance estimators, and propose several new methods for improving their efficiency. These combine to produce a single estimator that is universally optimal relative to prior work, with up to several orders of magnitude lower variance at the same cost, and has zero variance for any ray with non-varying extinction. We first reduce the variance of truncated power-series estimators using a novel efficient application of U-statistics. We then greatly reduce the average expansion order of the power series and redistribute density evaluations to filter the optical depth estimates with an equidistant sampling comb. Combined with the use of an online control variate built from a sampled mean density estimate, the resulting estimator effectively performs ray marching most of the time while using rarely-sampled higher-order terms to correct the bias. Markus Kettunen 0001, Eugene d'Eon, Jacopo Pantaleoni, Jan Novák |
ACM Trans. Graph. | 2 |
| 2016 | Multiple-scattering microfacet BSDFs with the Smith modelabstractModeling multiple scattering in microfacet theory is considered an important open problem because a non-negligible portion of the energy leaving rough surfaces is due to paths that bounce multiple times. In this paper we derive the missing multiple-scattering components of the popular family of BSDFs based on the Smith microsurface model. Our derivations are based solely on the original assumptions of the Smith model. We validate our BSDFs using raytracing simulations of explicit random Beckmann surfaces. Our main insight is that the microfacet theory for surfaces with the Smith model can be derived as a special case of the microflake theory for volumes, with additional constraints to enforce the presence of a sharp interface, i.e. to transform the volume into a surface. We derive new free-path distributions and phase functions such that plane-parallel scattering from a microvolume with these distributions exactly produces the BSDF based on the Smith microsurface model, but with the addition of higher-order scattering. With this new formulation, we derive multiple-scattering micro-facet BSDFs made of either diffuse, conductive, or dielectric material. Our resulting BSDFs are reciprocal, energy conserving, and support popular anisotropic parametric normal distribution functions such as Beckmann and GGX. While we do not provide closed-form expressions for the BSDFs, they are mathematically well-defined and can be evaluated at arbitrary precision. We show how to practically use them with Monte Carlo physically based rendering algorithms by providing analytic importance sampling and unbiased stochastic evaluation. Our implementation is analytic and does not use per-BSDF precomputed data, which makes our BSDFs usable with textured albedos, roughness, and anisotropy. Eric Heitz, Johannes Hanika, Eugene d'Eon, Carsten Dachsbacher |
ACM Trans. Graph. | 3 |
| 2014 | Importance Sampling Microfacet-Based BSDFs using the Distribution of Visible NormalsabstractAbstract We present a new approach to microfacet‐based BSDF importance sampling. Previously proposed sampling schemes for popular analytic BSDFs typically begin by choosing a microfacet normal at random in a way that is independent of direction of incident light. To sample the full BSDF using these normals requires arbitrarily large sample weights leading to possible fireflies. Additionally, at grazing angles nearly half of the sampled normals face away from the incident ray and must be rejected, making the sampling scheme inefficient. Instead, we show how to use the distribution of visible normals directly to generate samples, where normals are weighted by their projection factor toward the incident direction. In this way, no backfacing normals are sampled and the sample weights contain only the shadowing factor of outgoing rays (and additionally a Fresnel term for conductors). Arbitrarily large sample weights are avoided and variance is reduced. Since the BSDF depends on the microsurface model, we describe our sampling algorithm for two models: the V‐cavity and the Smith models. We demonstrate results for both isotropic and anisotropic rough conductors and dielectrics with Beckmann and GGX distributions. Eric Heitz, Eugene d'Eon |
Comput. Graph. Forum | 2 |
| 2014 | A comprehensive framework for rendering layered materialsabstractWe present a general and practical method for computing BSDFs of layered materials. Its ingredients are transport-theoretical models of isotropic or anisotropic scattering layers and smooth or rough boundaries of conductors and dielectrics. Following expansion into a directional basis that supports arbitrary composition, we are able to efficiently and accurately synthesize BSDFs for a great variety of layered structures. Reflectance models created by our system correctly account for multiple scattering within and between layers, and in the context of a rendering system they are efficient to evaluate and support texturing and exact importance sampling. Although our approach essentially involves tabulating reflectance functions in a Fourier basis, the generated models are compact to store due to the inherent sparsity of our representation, and are accurate even for narrowly peaked functions. While methods for rendering general layered surfaces have been investigated in the past, ours is the first system that supports arbitrary layer structures while remaining both efficient and accurate. We validate our model by comparing to measurements of real-world examples of layered materials, and we demonstrate an interactive visual design tool that enables easy exploration of the space of layered materials. We provide a fully practical, high-performance implementation in an open-source rendering system. Wenzel Jakob, Eugene d'Eon, Otto Jakob, Steve Marschner |
ACM Trans. Graph. | 2 |
| 2011 | An Energy-Conserving Hair Reflectance ModelabstractAbstract We present a reflectance model for dielectric cylinders with rough surfaces such as human hair fibers. Our model is energy conserving and can evaluate arbitrarily many orders of internal reflection. Accounting for compression and contraction of specular cones produces a new longitudinal scattering function which is non‐Gaussian and includes an off‐specular peak. Accounting for roughness in the azimuthal direction leads to an integral across the hair fiber which is efficiently evaluated using a Gaussian quadrature. Solving cubic equations is avoided, caustics are included in the model in a consistent fashion, and more accurate colors are predicted by considering many internal pathways. Eugene d'Eon, Guillaume François, Martin Hill, Joe Letteri, Jean-Marie Aubry |
Comput. Graph. Forum | 1 |
| 2011 | A quantized-diffusion model for rendering translucent materialsabstractWe present a new BSSRDF for rendering images of translucent materials. Previous diffusion BSSRDFs are limited by the accuracy of classical diffusion theory. We introduce a modified diffusion theory that is more accurate for highly absorbing materials and near the point of illumination. The new diffusion solution accurately decouples single and multiple scattering. We then derive a novel, analytic, extended-source solution to the multilayer search-light problem by quantizing the diffusion Green's function. This allows the application of the diffusion multipole model to material layers several orders of magnitude thinner than previously possible and creates accurate results under high-frequency illumination. Quantized diffusion provides both a new physical foundation and a variable-accuracy construction method for sum-of-Gaussians BSSRDFs, which have many useful properties for efficient rendering and appearance capture. Our BSSRDF maps directly to previous real-time rendering algorithms. For film production rendering, we propose several improvements to previous hierarchical point cloud algorithms by introducing a new radial-binning data structure and a doubly-adaptive traversal strategy. Eugene d'Eon, Geoffrey Irving |
ACM Trans. Graph. | 1 |
| 2008 | A layered, heterogeneous reflectance model for acquiring and rendering human skinabstractWe introduce a layered, heterogeneous spectral reflectance model for human skin. The model captures the inter-scattering of light among layers, each of which may have an independent set of spatially-varying absorption and scattering parameters. For greater physical accuracy and control, we introduce an infinitesimally thin absorbing layer between scattering layers. To obtain parameters for our model, we use a novel acquisition method that begins with multi-spectral photographs. By using an inverse rendering technique, along with known chromophore spectra, we optimize for the best set of parameters for each pixel of a patch. Our method finds close matches to a wide variety of inputs with low residual error. We apply our model to faithfully reproduce the complex variations in skin pigmentation. This is in contrast to most previous work, which assumes that skin is homogeneous or composed of homogeneous layers. We demonstrate the accuracy and flexibility of our model by creating complex skin visual effects such as veins, tattoos, rashes, and freckles, which would be difficult to author using only albedo textures at the skin's outer surface. Also, by varying the parameters to our model, we simulate effects from external forces, such as visible changes in blood flow within the skin due to external pressure. Craig Donner, Tim Weyrich, Eugene d'Eon, Ravi Ramamoorthi, Szymon Rusinkiewicz |
ACM Trans. Graph. | 3 |
| 2007 | Efficient Rendering of Human Skin
Eugene d'Eon, David P. Luebke, Eric Enderton |
Rendering Techniques | 1 |