Yue Dong ()

Ph.D Student
Adviser: Heung-Yeung Shum
Corporate Vice President at Microsoft, Former Managing Director of Microsoft Research Asia
Center for Advanced Study, Tsinghua University, Beijing

  - My Ph.D program started at September 2006 in Tsinghua Uinversity, Beijing. Before that, I received my B.S. degree from Tsinghua University.

  - I'm currently taking internship in Internet Graphics Group, Microsoft Research Asia, since Sep 2006.

 - My research interests include: Appearance modeling and capturing, Realistic rendering and Texture synthesis.

Address: 5/F,Beijing Sigma Center, No.49, Zhichun Road, Haidian District Beijing 100190,P.R.C.
Email:


Publications

Icon Lazy Solid Texture Synthesis

Yue Dong, Sylvain Lefebvre, Xin Tong, George Drettakis

      Existing solid texture synthesis algorithms generate a full volume of color content from a set of 2D example images. We introduce a new algorithm with the unique ability to restrict synthesis to a subset of the voxels, while enforcing spatial determinism. This is especially useful when texturing objects, since only a thick layer around the surface needs to be synthesized. A major difficulty lies in reducing the dependency chain of neighborhood matching, so that each voxel only depends on a small number of other voxels. Our key idea is to synthesize a volume from a set of pre-computed 3D candidates, each being a triple of interleaved 2D neighborhoods. We present an efficient algorithm to carefully select in a pre-process only those candidates forming consistent triples. This significantly reduces the search space during subsequent synthesis. The result is a new parallel, spatially deterministic solid texture synthesis algorithm which runs efficiently on the GPU. Our approach generates high resolution solid textures on surfaces within seconds. Memory usage and synthesis time only depend on the output textured surface area. The GPU implementation of our method rapidly synthesizes new textures for the surfaces appearing when interactively breaking or cutting objects.

Eurographics Symposium on Rendering 2008 (June 2008)
[ Project Page ] [ Paper 12MB ] [ Video 46MB ] [ YouTube ]

 

Modeling and Rendering Heterogeneous Translucent Materials using Diffusion Equation

Jiaping Wang, Shuang Zhao, Xin Tong, Stephen Lin, Zhouchen Lin, Yue Dong, Baining Guo, Heung-Yeung Shum

      In this paper, we propose techniques for modeling and rendering of heterogeneous translucent materials that enable acquisition from measured samples, interactive editing of material attributes, and real-time rendering. The materials are assumed to be optically dense such that multiple scattering can be approximated by a diffusion process described by the diffusion equation. For modeling heterogeneous materials, we present an algorithm for acquiring material properties from appearance measurements by solving an inverse diffusion problem. Our modeling algorithm incorporates a regularizer to handle the ill-conditioned inverse problem, an adjoint method to dramatically reduce the computational cost, and a hierarchical GPU implementation for further speedup. To display an object with known material properties, we present an algorithm that performs rendering by solving the diffusion equation with the boundary condition defined by the given illumination environment. This algorithm is centered around object representation by a polygrid, a grid with regular connectivity and an irregular shape, which facilitates the solution of the diffusion equation in arbitrary volumes. Because of the regular connectivity, our rendering algorithm can be implemented on the GPU for real-time performance. We demonstrate our techniques by capturing materials from physical samples and performing real-time rendering and editing with these materials.

ACM Transactions on Graphics, Volume 27, Issue 1 (March 2008)
[ Project Page ] [ Paper 20MB] [ Video 46MB]