Yuxin Dai

CV
h-index9
3papers
34citations
Novelty53%
AI Score35

3 Papers

GROct 15, 2023
FuseSR: Super Resolution for Real-time Rendering through Efficient Multi-resolution Fusion

Zhihua Zhong, Jingsen Zhu, Yuxin Dai et al.

The workload of real-time rendering is steeply increasing as the demand for high resolution, high refresh rates, and high realism rises, overwhelming most graphics cards. To mitigate this problem, one of the most popular solutions is to render images at a low resolution to reduce rendering overhead, and then manage to accurately upsample the low-resolution rendered image to the target resolution, a.k.a. super-resolution techniques. Most existing methods focus on exploiting information from low-resolution inputs, such as historical frames. The absence of high frequency details in those LR inputs makes them hard to recover fine details in their high-resolution predictions. In this paper, we propose an efficient and effective super-resolution method that predicts high-quality upsampled reconstructions utilizing low-cost high-resolution auxiliary G-Buffers as additional input. With LR images and HR G-buffers as input, the network requires to align and fuse features at multi resolution levels. We introduce an efficient and effective H-Net architecture to solve this problem and significantly reduce rendering overhead without noticeable quality deterioration. Experiments show that our method is able to produce temporally consistent reconstructions in $4 \times 4$ and even challenging $8 \times 8$ upsampling cases at 4K resolution with real-time performance, with substantially improved quality and significant performance boost compared to existing works.

CVJun 24, 2024Code
Inverse Rendering using Multi-Bounce Path Tracing and Reservoir Sampling

Yuxin Dai, Qi Wang, Jingsen Zhu et al.

We present MIRReS, a novel two-stage inverse rendering framework that jointly reconstructs and optimizes the explicit geometry, material, and lighting from multi-view images. Unlike previous methods that rely on implicit irradiance fields or simplified path tracing algorithms, our method extracts an explicit geometry (triangular mesh) in stage one, and introduces a more realistic physically-based inverse rendering model that utilizes multi-bounce path tracing and Monte Carlo integration. By leveraging multi-bounce path tracing, our method effectively estimates indirect illumination, including self-shadowing and internal reflections, which improves the intrinsic decomposition of shape, material, and lighting. Moreover, we incorporate reservoir sampling into our framework to address the noise in Monte Carlo integration, enhancing convergence and facilitating gradient-based optimization with low sample counts. Through qualitative and quantitative evaluation of several scenarios, especially in challenging scenarios with complex shadows, we demonstrate that our method achieves state-of-the-art performance on decomposition results. Additionally, our optimized explicit geometry enables applications such as scene editing, relighting, and material editing with modern graphics engines or CAD software. The source code is available at https://brabbitdousha.github.io/MIRReS/

CVDec 11, 2023
SFDM: Robust Decomposition of Geometry and Reflectance for Realistic Face Rendering from Sparse-view Images

Daisheng Jin, Jiangbei Hu, Baixin Xu et al.

In this study, we introduce a novel two-stage technique for decomposing and reconstructing facial features from sparse-view images, a task made challenging by the unique geometry and complex skin reflectance of each individual. To synthesize 3D facial models more realistically, we endeavor to decouple key facial attributes from the RGB color, including geometry, diffuse reflectance, and specular reflectance. Specifically, we design a Sparse-view Face Decomposition Model (SFDM): 1) In the first stage, we create a general facial template from a wide array of individual faces, encapsulating essential geometric and reflectance characteristics. 2) Guided by this template, we refine a specific facial model for each individual in the second stage, considering the interaction between geometry and reflectance, as well as the effects of subsurface scattering on the skin. With these advances, our method can reconstruct high-quality facial representations from as few as three images. The comprehensive evaluation and comparison reveal that our approach outperforms existing methods by effectively disentangling geometric and reflectance components, significantly enhancing the quality of synthesized novel views, and paving the way for applications in facial relighting and reflectance editing.