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Philippe Weier

@weiphil.bsky.social

PhD student at graphics.cg.uni-saarland.de working on light transport simulation. Ex rendering researcher at Weta Digital.

58 Followers  |  50 Following  |  7 Posts  |  Joined: 09.05.2025  |  1.3569

Latest posts by weiphil.bsky.social on Bluesky

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GitHub - google/practical-inverse-rendering-of-textured-and-translucent-appearance: SIGGRAPH 2025 "Practical Inverse Rendering Of Textured And Translucent Appearance" SIGGRAPH 2025 "Practical Inverse Rendering Of Textured And Translucent Appearance" - google/practical-inverse-rendering-of-textured-and-translucent-appearance

🚀 The source code for our #SIGGRAPH2025 paper "Practical Inverse Rendering of Textured and Translucent Appearance" is now available!
🔗 GitHub: github.com/google/pract...

16.05.2025 10:47 — 👍 8    🔁 2    💬 0    📌 1

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
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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
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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
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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
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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
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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

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