For PDF, supplemental and high-quality videos, check out the project webpage at weiphil.github.io/portfolio/pr...! Joint work with Jérémy Riviere, Ruslan Guseinov, Stephan Garbin, Philipp Slusallek, @bbernd.bsky.social, Thabo Beeler and @deliovicini.bsky.social #SIGGRAPH2025 n/n
12.05.2025 16:24 — 👍 2 🔁 1 💬 0 📌 0
Finally, our methods enable high-quality facial appearance reconstruction from sparse captures. We fit parameters of standard production rendering models, producing realistic results without neural rendering. 5/n
12.05.2025 16:23 — 👍 2 🔁 0 💬 1 📌 0
Additionally, many real-world materials, e.g., skin, exhibit translucent appearance. We therefore also introduce an efficient differentiable rendering algorithm to recover textured, path-traced subsurface scattering parameters. 4/n
12.05.2025 16:22 — 👍 3 🔁 0 💬 1 📌 0
Our solution, Laplacian mipmapping, is a preconditioner combining differentiable mipmapping with a Laplacian pyramid. The benefits? Robust texture recovery while being computationally efficient, resolution-independent, and requiring minimal hyperparameter tuning. 3/n
12.05.2025 16:21 — 👍 3 🔁 0 💬 1 📌 0
Why is this challenging? Inverse rendering often suffers from scale mismatches, rendering noise and local minima. This prevents reliable recovery of textures, e.g., using standard Adam. In contrast, our approach achieves a more uniform and robust convergence. 2/n
12.05.2025 16:21 — 👍 3 🔁 0 💬 1 📌 0
Inverse rendering has become a standard tool for 3D reconstruction problems. However, recovering high-frequency appearance textures is challenging. In our SIGGRAPH 2025 paper, we propose several techniques to robustly reconstruct complex appearances (e.g., human skin). 1/n
12.05.2025 16:20 — 👍 27 🔁 5 💬 1 📌 1
Associate Professor, University of Utah
Founder, Cyber Radiance
http://www.cemyuksel.com
Engineering Fellow at Epic Games. Author of Nanite.
Lead Rendering Engineer at Playground Games working on Fable. Always open for graphics questions or mentoring people who want to get in the industry. I tweet about graphics mostly. Views my own. Blog: https://interplayoflight.wordpress.com/
Principal research scientist at Google DeepMind. Synthesized views are my own.
📍SF Bay Area 🔗 http://jonbarron.info
This feed is a mostly-incomplete mirror of https://x.com/jon_barron, I recommend you just follow me there.
https://cseweb.ucsd.edu/~tzli/
computer graphics, programming systems, machine learning, differentiable graphics
Generative AI and computer graphics at Aalto University & NVIDIA Research. @ellis.eu Fellow. https://users.aalto.fi/~lehtinj7
Professor at @UniFAU, and at UCL. Visual computing, inverse rendering, point-based graphics, computational fabrication, digital humanities – Digital Reality.
Tracing rays at NVIDIA. Former lighting artist, working on computer graphics rendering tech for all humans and robots alike.
I mostly post stuff about light transport simulation, and my hobby project Workbench.
Transporting, scattering, and measuring light. 📷 🫖 💡
Senior research scientist at NVIDIA.
Senior Rendering Programmer at Sony Santa Monica Studio
📷 http://instagram.com/jendrikillner/
📑 https://www.jendrikillner.com
Digital Geometer, Associate Professor of Computer Science & Robotics at Carnegie Mellon University. There are four lights.
https://www.cs.cmu.edu/~kmcrane/
synth tinkerer (plinky); midjourney; NVResearch (InstantNGP/NeRF); cofounder MediaMolecule (Dreams, LittleBigPlanet); demoscene/vj (statix/bluespoon)
Tracing rays one by one. Caffeinist and Ray Tracing Engineer at AMD. Former Computer Graphics Researcher @CVUTFEL, ex-Nvidia. Personal account.
Invented spatiotemporal blue noise, created Gigi rapid graphics prototyping & dev platform.
https://github.com/electronicarts/gigi
20+ year game dev, and graphics researcher. Currently at EA SEED.
Tech blog:
https://blog.demofox.org/
Graphics and video games. Principal Graphics Engineer at NVIDIA. Computer Science PhD. Thoughts here are my own.
Morgan McGuire - Gone Sailing! Now on the Salish Sea.
Known for Roblox, NVIDIA, Pasteur Labs, Graphics Codex, Markdeep, G3D, Skylanders, E Ink, Titan Quest, Vicarious Visions, Unity, Activision, Williams, Waterloo, Quadplay, Computer Graphics
Interests: Graphics 🖼️, Game development 🕹️, Retrodev (MSX / MSX2) 👾. Ray Tracing 📈! Also interested in, but not posting on: Teaching 🎓, piano 𝄞, marriage 🧑🏻🤝🧑🏻, Christianity ✝.
Research engineer @ EPFL, Switzerland
Differentiable rendering & GPUs
https://github.com/njroussel/
Senior Research Scientist at NVIDIA, formerly PhD student at EPFL.