Sheng Li

GR
h-index16
4papers
8citations
Novelty50%
AI Score33

4 Papers

3.3GRAug 11, 2025
Vertex Features for Neural Global Illumination

Rui Su, Honghao Dong, Haojie Jin et al.

Recent research on learnable neural representations has been widely adopted in the field of 3D scene reconstruction and neural rendering applications. However, traditional feature grid representations often suffer from substantial memory footprint, posing a significant bottleneck for modern parallel computing hardware. In this paper, we present neural vertex features, a generalized formulation of learnable representation for neural rendering tasks involving explicit mesh surfaces. Instead of uniformly distributing neural features throughout 3D space, our method stores learnable features directly at mesh vertices, leveraging the underlying geometry as a compact and structured representation for neural processing. This not only optimizes memory efficiency, but also improves feature representation by aligning compactly with the surface using task-specific geometric priors. We validate our neural representation across diverse neural rendering tasks, with a specific emphasis on neural radiosity. Experimental results demonstrate that our method reduces memory consumption to only one-fifth (or even less) of grid-based representations, while maintaining comparable rendering quality and lowering inference overhead.

1.2GRApr 6, 2025
Hypothesis Testing for Progressive Kernel Estimation and VCM Framework

Zehui Lin, Chenxiao Hu, Jinzhu Jia et al.

Identifying an appropriate radius for unbiased kernel estimation is crucial for the efficiency of radiance estimation. However, determining both the radius and unbiasedness still faces big challenges. In this paper, we first propose a statistical model of photon samples and associated contributions for progressive kernel estimation, under which the kernel estimation is unbiased if the null hypothesis of this statistical model stands. Then, we present a method to decide whether to reject the null hypothesis about the statistical population (i.e., photon samples) by the F-test in the Analysis of Variance. Hereby, we implement a progressive photon mapping (PPM) algorithm, wherein the kernel radius is determined by this hypothesis test for unbiased radiance estimation. Secondly, we propose VCM+, a reinforcement of Vertex Connection and Merging (VCM), and derive its theoretically unbiased formulation. VCM+ combines hypothesis testing-based PPM with bidirectional path tracing (BDPT) via multiple importance sampling (MIS), wherein our kernel radius can leverage the contributions from PPM and BDPT. We test our new algorithms, improved PPM and VCM+, on diverse scenarios with different lighting settings. The experimental results demonstrate that our method can alleviate light leaks and visual blur artifacts of prior radiance estimate algorithms. We also evaluate the asymptotic performance of our approach and observe an overall improvement over the baseline in all testing scenarios.

11.4LGOct 9, 2025
BEACON: Bayesian Optimal Stopping for Efficient LLM Sampling

Guangya Wan, Zixin Stephen Xu, Sasa Zorc et al.

Sampling multiple responses is a common way to improve LLM output quality, but it comes at the cost of additional computation. The key challenge is deciding when to stop generating new samples to balance accuracy gains against efficiency. To address this, we introduce BEACON (Bayesian Efficient Adaptive Criterion for Optimal N-stopping), a principled adaptive sampling framework grounded in Sequential Search with Bayesian Learning. BEACON sequentially generates responses from the policy LLM, updates posterior belief over reward distributions in real time without further training, and determines when to stop by weighing expected gains against computational cost. Sampling terminates once the marginal utility of further exploration no longer justifies the expense. We establish both theoretical optimality guarantees and practical tractability, and show empirically that BEACON reduces average sampling by up to 80% while maintaining response quality. We further demonstrate BEACON's utility for cost-efficient preference data generation and outline practical extensions, offering actionable insights for future researchers.

1.2GRMar 30, 2025
Visual Acuity Consistent Foveated Rendering towards Retinal Resolution

Zhi Zhang, Meng Gai, Sheng Li

Prior foveated rendering methods often suffer from a limitation where the shading load escalates with increasing display resolution, leading to decreased efficiency, particularly when dealing with retinal-level resolutions. To tackle this challenge, we begin with the essence of the human visual system (HVS) perception and present visual acuity-consistent foveated rendering (VaFR), aiming to achieve exceptional rendering performance at retinal-level resolutions. Specifically, we propose a method with a novel log-polar mapping function derived from the human visual acuity model, which accommodates the natural bandwidth of the visual system. This mapping function and its associated shading rate guarantee a consistent output of rendering information, regardless of variations in the display resolution of the VR HMD. Consequently, our VaFR outperforms alternative methods, improving rendering speed while preserving perceptual visual quality, particularly when operating at retinal resolutions. We validate our approach using both the rasterization and ray-casting rendering pipelines. We also validate our approach using different binocular rendering strategies for HMD devices. In diverse testing scenarios, our approach delivers better perceptual visual quality than prior foveated rendering while achieving an impressive speedup of 6.5$\times$-9.29$\times$ for deferred rendering of 3D scenarios and an even more powerful speedup of 10.4$\times$-16.4$\times$ for ray-casting at retinal resolution. Additionally, our approach significantly enhances the rendering performance of binocular 8K path tracing, achieving smooth frame rates.