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Lingqi Yan

Publications and source records attributed to Lingqi Yan.

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Neural Image Space Tessellation effect

We present Neural Image Space Tessellation effect (NIST), a lightweight screen-space post-processing approach for reducing the faceted silhouettes of low-poly renderings. Instead of tessellating primitives, creating new geometry, or modifying the underlying mesh, NIST uses the low-poly rendering result together with simple auxiliary G-buffer attributes to learn geometry-guided smoothing of object contours in image space. At its core, NIST first deforms image-space contours implicitly and then learns to reassign appearance in the whole image-space, including the deformed regions, preserving texture continuity and avoiding seam artifacts. Experiments show that NIST reduces visually apparent geometric faceting and produces smooth, coherent silhouettes close to tessellation-based smoothing references, with a nearly constant per-frame cost in our tested settings. To the best of our knowledge, NIST is the first work to move the solution of low-poly silhouette faceting from the pre-rendering geometry stage to a post-rendering screen-space stage.

cs.GR

Macrofacet Theory for Gaussian Process Statistical Surfaces

We present macrofacet theory to extend microfacet theory from the micro-space to the macro-space. This is achieved by transforming surfaces into volumetric representations that preserve microfacet characteristics. Therefore, we formulate a macroscopic microfacet model using a classic exponential participating medium. Meanwhile, we observe that traditional microfacet models are equivalent to Gaussian processes by definition but ignore the correlation along the geometric normal of the macro-surface. We extend microfacet theory to address this limitation. Our formulation represents Gaussian process implicit surfaces in a statistical manner, which we refer to as Gaussian process statistical surfaces. As a result, our approach converts Gaussian process statistical surfaces into classic exponential media to render surfaces, volumes and in-betweens without realizations. This enables efficient rendering and improves performance compared to realization-based approaches, while theoretically bridging microfacet models and Gaussian processes. Moreover, our approach is easy to implement.

cs.GR

Unified Gaussian Primitives for Scene Representation and Rendering

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 rendering. Conversely, voxel-based representations struggle to model hard surfaces and high-frequency details. We propose a general-purpose rendering primitive based on 3D Gaussian distributions for unified scene representation, featuring versatile appearance ranging from glossy surfaces to fuzzy elements, as well as physically based scattering to enable accurate global illumination. We formulate the rendering theory for the primitive based on non-exponential transport and derive efficient rendering operations to be compatible with Monte Carlo path tracing. The new representation can be converted from different sources, including meshes and 3D Gaussian splatting, and further refined via transmittance optimization thanks to its differentiability. We demonstrate the versatility of our representation in various rendering applications such as global illumination and appearance editing, while naturally supporting arbitrary lighting conditions. With suitable simplification, we further adapt our method to radiance field reconstruction and rendering. We conduct comprehensive comparisons of our representation with existing scene representations, highlighting its efficiency in capturing details and representing aggregate elements.

cs.GR

A Bayesian Inference Framework for Procedural Material Parameter Estimation

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.

cs.GR