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Associate Researcher

Internet Graphics Group, Microsoft Research Asia
   
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Fax: my fax number
Email: my email address
 
       Before joining MSRA, I received my Ph.D degree in computer science from Zhejiang University in March, 2007. I also hold a Master's degree in mechanical engineering and a Bachelor's degree in information engineering, both from Zhejiang University. My research interests include real-time rendering of soft shadows and participating media, spherical harmonics for real-time rendering, and real-time global illumination on GPUs.  My Ph.D thesis (in Chinese, with English abstract) is about precomputation method in interactive global illumination. During the past several years, I've been really fortunate to work with ZHOU Kun, John Snyder, HUA Wei, HOU Qiming, SUN Xin, GONG Minmin, GUO Baining, BAO Hujun, WANG Rui, Steve Lin, Peter-Pike Sloan, LIU Xinguo, Harry Shum and CHEN Lu on the interesting graphics projects below. That's really a lot of fun.

      In my spare time, I like Chinese calligraphy, music, and swimming.


Professional Activities
 
  • Pacific Graphics 2009, paper reviewer
  • Eurographics 2009, paper reviewer
  • ACM SIGGRAPH Asia 2008, paper reviewer
  • Computer Graphics Forum, paper reviewer
  • Journal of Computer Aided Design (Chinese), paper reviewer
Research Publications
 
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Radiance Transfer Biclustering for Real-time All-frequency Bi-scale Rendering
IEEE Transactions on Visualization & Computer Graphics (to appear) ©IEEE
click to toggle details
biclustering teaser Overview
  • tabulate per-vertex transfer from global incident directions to local incident directions;
  • use biclutering to directly compress the transfer matrix.
Highlights
  • all-frequency biscale transfer, support highly-detailed surface under env-lighting;
  • high compression ratio with no quality lost;
  • operates directly on pixel basis, fully dynamic env-lighting can be directly supported.
Limitations
  • static scene geometry;
  • rather costly pre-computation(~1 hour).

downloadable:

        abstract, mov(42.8MB)
 
RenderAnts: Interactive Reyes Rendering on GPUs
SIGGRAPH ASIA 2009 ©ACM
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renderants teaser Overview
  • move all stages of basic Reyes pipeline to GPU;
  • introduce a dynamic stage scheduling algorithm to maximize the available parallelism at each individual stage of the pipeline while keeping data in GPU memory;
  • minimize inter-GPU communication by a multi-GPU scheduling algorithm based on work stealing, which can be easily combined with the stage scheduling algorithm above;
  • implemented with BSGP.
Highlights
  • could be the fastest Reyes renderer on PCs;
  • support multi-GPU and out-of-core texture;
  • quality is comparable with PRMan.
Limitations
  •  system will fail if the grids and their bounding boxes do not fit into the vram;
  • currently only support basic Reyes features. no ray tracing, no photon mapping...(coming soon)

downloadable:

        tech report(6.2MB), preprint(20.7MB), wmv(50.8MB),  slides(26.8MB) bibtex
       source code,   test scenes
 
Gradient-based Interpolation and Sampling for Real-time Rendering of Inhomogeneous, Single-scattering Media
Pacific Graphics 2008 (Computer Graphics Forum) © Eurographics and Blackwell
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gradient teaser Overview
  • accurately evaluate source radiance and its gradient at a relative small number of  sample points in the volume, and use gradient-based interpolation to approximate the source radiance elsewhere;
  • sample the interpolation error in the valid sphere of each sample, and dynamically splitting those with higher estimated error on a hierarchical grid structure.
  • use source radiance splatting to construct the source radiance volume, followed by a ray march to  yield the radiance to the view.
Highlights
  • all-frequency lighting effects such as light shaft, volumetric shadows and inhomogeneous glowing;
  • editable media property;
  • good scalability with regard to volume resolution and number of lights;
  • precomputation can be avoided for analytical medium representations.
Limitations
  • single-scattering only (though it's possible to be combined with the technique below to incorporate multiple-scattering);
  • constant phase function.

downloadable:

        paper(5.8MB), video(34.6MB), slides(42.1MB), bibtex
 
Real-time Rendering of Smoke using Compensated Ray Marching
SIGGRAPH 2008 (ACM TOG) ©ACM
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smoke teaser Overview
  • as a preprocess, decompose density field into an analytical low-freq RBF representation and a residual field which can be compressed by perfect spatial hashing;
  • evaluate source radiance at RBF centers, taking into account only the RBF representation;
  • use SHEXP to accelerate single scattering computation, and BSGP to accelerate multiple scattering;
  • compensate for the residuals in the final ray marching pass.
Highlights
  • fast smoke rendering with single/multiple scattering effects and fine details;
  • editable smoke property;
  • moderate preprocessing time, less than an hour for a 600-frame animation.
Limitations
  • low-frequency lighting, can't handle strongly directional phase functions;
  • can't handle real dynamic medium due to the need for precomputation.

downloadable:

paper(7.5MB), video(42.2MB), slides(31.9MB), bibtex

 
original smoke data:  rising bunny(1.5GB), dragon head(443MB)
scholarly use of the data is automatically granted without permission. the freely evolving smoke data used in the paper and video is from the authors of [Shi and Yu 2005], so it is not shared here. the format of the binary data: volume resolution(4 bytes) + number of frames(4 bytes) + sequence of density volumes. note that for some reason the data is split into files of 2GB or smaller and there's no headers for the files other than the first one.
 
Real-time Soft Shadows in Dynamic Scenes using Spherical Harmonic Exponentiation
SIGGRAPH 2006 (ACM TOG) ©ACM
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shexp teaser Overview
  • approximate block geometry with sphere blockers;
  • accumulate tabulated sphere SH visibilities, in log space;
  • approximate SH exponentiation by an optimal linear model + DC isolation & scaling/squaring techniques;
  • use sphere hierarchy + receiver clustering to accelerate run-time computation.
Highlights
  • fast rendering of soft shadows of skin-animated characters;
  • very small precomputation cost: the tabulation of the log visibility of a unit sphere is reused for all sphere blockers, and the sphere approximation for a rest pose of a character is skin-animated with the geometry.
Limitations
  • low-frequency lighting, very soft shadows;
  • can't support generic local lighting.
  • per-vertex shading, shadow quality and performance depend on model triangulation. (an extension to per-pixel shading by Peter-Pike Sloan et al. is available)

downloadable:

paper(2.4MB), video(49.7MB), slides(31.9MB), supplements(3.1MB), bibtex, visibility sample

the visibility sample is an ASCII file in the following format: version + starting solid angle (in degrees) + end solid angle (in degrees) + number of samples + visibility and log visibility zonal harmonic coefficients of each sample, order goes before the coefficients.
also note that the physical meaning of the term "log visibility" has been made clear in our smoke paper, and that is the negative optical depth. for opaque surfaces, the optical depth is infinite if the visibility is 0, and 0 if the visibility is 1.
 
Intersection Fields for Interactive Global Illumination
Pacific Graphics 2005 (The Visual Computer) ©Springer-Verlag
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ifield teaser Overview
  • tabulate the intersection of scene geometries in a 4D line space to form i-fields;
  • use visibility query & splatting in parameter space to accelerate run-time computation;
  • use photon splatting in parameter space to compute indirect bounces.
Highlights
  • visibility query made fast;
  • fast scan-line conversion for i-field generation;
  • reuse i-field for object instancing and object transformation.
Limitations
  • no compression, scalability is low;
  • limited shadowing feature reprensentability due to line space resolution.

downloadable:

paper(0.6MB), video(11.9MB), slides(0.3MB), bibtex

 
A Survey on Real-time Rendering Algorithms for Dynamic Scenes under Complex Environment Lighting
Journal of Computer Aided Design ©jcad
(in Chinese, with English abstract. click to toggle details)
Complex environment lighting has been increasingly used in interactive graphics applications, such as games, to provide higher realism compared to conventional artificial light sources. This paper surveys the real-time rendering algorithms for dynamic scenes under complex environment lighting, and tries to characterize these algorithms by reviewing their base techniques, assumptions, limitations and range of utilization. Especially, we try to point out the main course of future research in this domain by analyzing the underlying relationships between the different algorithms.

downloadable:

paper(7.6MB)
 

REN Zhong, 2009.1.6.