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Wenhua Jin

Publications and source records attributed to Wenhua Jin.

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UniQuery4R: Unified 4D Scene Reconstruction from a Single Query

Reconstructing dynamic 4D scenes requires jointly estimating correspondence, geometry, object motion, and camera motion. Existing feed-forward methods typically predict dense task-specific maps or independently process source-target pairs, leading to unnecessary computation for sparse queries and limited feature reuse across different frame pairs. We present UniQuery4R, a query-conditioned framework that encodes a multi-frame clip once and selects the source view, target view, and continuous source-image coordinate only at decoding time via source-to-target cross-attention. Each query jointly predicts target correspondence, target-time 3D position, and scene flow, along with source depth, while camera parameters are estimated per view. This design allows the encoded clip to be reused across arbitrary source-target selections and supports both sparse inference and dense reconstruction through batched queries, without learned temporal embeddings tied to a fixed clip length. We further introduce a direction-magnitude parameterization of scene flow with separate supervision for moving and static points. Among the evaluated methods, UniQuery4R achieves the best macro-average results on WorldTrack for both scene-flow estimation and dynamic-point reconstruction.

cs.CV

SpongeCake: A Layered Microflake Surface Appearance Model

In this paper, 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, etc., opening a number of practical applications.

cs.GR

Position-free Multiple-bounce Computations for Smith Microfacet BSDFs

Bidirectional 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 material response from the micro-geometry of the surface assuming a single bounce on specular microfacets. The original model ignores multiple bounces on the micro-geometry, resulting in energy loss, especially with large roughness. In this paper, we present a position-free formulation of multiple bounces inside the micro-geometry, which eliminates this energy loss. We use an explicit mathematical definition of 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 path space, leading to an accurate and reciprocal multiple-bounce description of BSDFs. We also 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.

cs.GR