Zobrazeno 1 - 10
of 2 151
pro vyhledávání: '"Ling, QI"'
Autor:
Li, Zixuan, Shen, Pengfei, Sun, Hanxiao, Zhang, Zibo, Guo, Yu, Liu, Ligang, Yan, Ling-Qi, Marschner, Steve, Hasan, Milos, Wang, Beibei
Accurately rendering the appearance of fabrics is challenging, due to their complex 3D microstructures and specialized optical properties. If we model the geometry and optics of fabrics down to the fiber level, we can achieve unprecedented rendering
Externí odkaz:
http://arxiv.org/abs/2409.06368
Creating 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 correla
Externí odkaz:
http://arxiv.org/abs/2409.03761
Searching for a unified scene representation remains a research challenge in computer graphics. Traditional mesh-based representations are unsuitable for dense, fuzzy elements, and introduce additional complexity for filtering and differentiable rend
Externí odkaz:
http://arxiv.org/abs/2406.09733
Autor:
Wu, Songyin, Vembar, Deepak, Sochenov, Anton, Panneer, Selvakumar, Kim, Sungye, Kaplanyan, Anton, Yan, Ling-Qi
Real-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 don't introduce additional latency as o
Externí odkaz:
http://arxiv.org/abs/2406.18551
We re-examine the problem of reconstructing a high-dimensional signal from a small set of linear measurements, in combination with image prior from a diffusion probabilistic model. Well-established methods for optimizing such measurements include pri
Externí odkaz:
http://arxiv.org/abs/2405.17456
Measured 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 BT
Externí odkaz:
http://arxiv.org/abs/2405.14025
Autor:
Fan, Zhimin, Guo, Jie, Wang, Yiming, Xiao, Tianyu, Zhang, Hao, Zhou, Chenxi, Chen, Zhenyu, Hong, Pengpei, Guo, Yanwen, Yan, Ling-Qi
Finding 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 lim
Externí odkaz:
http://arxiv.org/abs/2405.13409
Strand-based hair rendering has become increasingly popular in production for its realistic appearance. However, the prevailing level-of-detail solution employing hair cards for distant hair models introduces a significant discontinuity in dynamics a
Externí odkaz:
http://arxiv.org/abs/2405.10565
Autor:
Zeng, Zheng, Deschaintre, Valentin, Georgiev, Iliyan, Hold-Geoffroy, Yannick, Hu, Yiwei, Luan, Fujun, Yan, Ling-Qi, Hašan, Miloš
Publikováno v:
SIGGRAPH Conference Papers '24, July 27-August 1, 2024, Denver, CO, USA
The three areas of realistic forward rendering, per-pixel inverse rendering, and generative image synthesis may seem like separate and unrelated sub-fields of graphics and vision. However, recent work has demonstrated improved estimation of per-pixel
Externí odkaz:
http://arxiv.org/abs/2405.00666
The emergence of 3D Gaussian Splatting (3DGS) has greatly accelerated the rendering speed of novel view synthesis. Unlike neural implicit representations like Neural Radiance Fields (NeRF) that represent a 3D scene with position and viewpoint-conditi
Externí odkaz:
http://arxiv.org/abs/2403.11134