About Me

I'm currently a Ph.D. student in the Department of Computer Science at Stanford University. I work with Phil Levis on building a scalable, federated, and secure virtual world platform. Previously I graduated from the University of Virginia with a B.S. in Computer Science. While there, I worked with David Luebke and Greg Humphreys in the Computer Graphics Group.

Papers

Scaling Virtual Worlds with a Physical Metaphor
IEEE Pervasive Computing
Online virtual worlds have long been an anticipated medium for digital communications. They provide a compelling substrate for shared, networked environments where people can communicate, shop, socialize, collaborate, and learn. However, today's systems fall short of their imagined potential. The Meru project is designing and implementing an architecture for virtual worlds of the future. Our key insight is that a virtual model of the real world is a comfortable metaphor which addresses a wide range of issues including security, scalability, and federation. This symmetry between real and virtual worlds also permits a natural interaction between the two.
Fast, Realistic Lighting and Material Design using Nonlinear Cut Approximation
SIGGRAPH Asia 2008
We present an efficient computational algorithm for functions represented by a nonlinear piecewise constant approximation called cuts. Our main contribution is a single traversal algorithm for merging cuts that allows for arbitrary pointwise computation, such as addition, multiplication, linear interpolation, and multi-product integration. A theoretical error bound of this approach can be proved using a statistical interpretation of cuts. Our algorithm extends naturally to computation with many cuts and maps easily to modern GPUs, leading to significant advantages over existing methods based on wavelet approximation. We apply this technique to the problem of realistic lighting and material design under complex illumination with arbitrary BRDFs. Our system smoothly integrates all-frequency relighting of shadows and reflections with dynamic per-pixel shading effects, such as bump mapping and spatially varying BRDFs. This combination of capabilities is typically missing in current systems. We represent illumination and precomputed visibility as nonlinear sparse vectors; we then use our cut merging algorithm to simultaneously interpolate visibility cuts at each pixel, and compute the triple product integral of the illumination, interpolated visibility, and dynamic BRDF samples. Finally, we present a two-pass, data-driven approach that exploits pilot visibility samples to optimize the construction of the light tree, leading to more efficient cuts and reduced datasets.
Real-time Editing and Relighting of Homogeneous Translucent Materials
The Visual Computer Journal, Proceedings of Computer Graphics International 2008
Rui Wang, Ewen Cheslack-Postava, Rui Wang, David Luebke, Qianyong Chen, Wei Hua, Qunsheng Peng, Hujun Bao.
Existing techniques for fast, high-quality rendering of translucent materials often fix BSSRDF parameters at precomputation time. We present a novel method for accurate rendering and relighting of translucent materials that also enables real-time editing and manipulation of homogeneous diffuse BSSRDFs. We first apply PCA analysis on diffuse multiple scattering to derive a compact basis set, consisting of only twelve 1D functions. We discovered that this small basis set is accurate enough to approximate a general diffuse scattering profile. For each basis, we then precompute light transport data representing the translucent transfer from a set of local illumination samples to each rendered vertex. This local transfer model allows our system to integrate a variety of lighting models in a single framework, including environment lighting, local area lights, and point lights. To reduce the PRT data size, we compress both the illumination and spatial dimensions using efficient nonlinear wavelets. To edit material properties in real-time, a user-defined diffuse BSSRDF is dynamically projected onto our precomputed basis set, and is then multiplied with the translucent transfer information on the fly. Using our system, we demonstrate realistic, real-time translucent material editing and relighting effects under a variety of complex, dynamic lighting scenarios.
4D Compression and Relighting with High-Resolution Light Transport Matrices
Proceedings of ACM Symposium on Interactive 3D Graphics, 2007
This paper presents a method for efficient compression and relighting with high-resolution, precomputed light transport matrices. We accomplish this using a 4D wavelet transform, transforming the columns of the transport matrix, in addition to the 2D row transform used in previous work. We show that a standard 4D wavelet transform can actually inflate portions of the matrix, because high frequency lights lead to high frequency images that cannot easily be compressed. Therefore, we present an adaptive 4D wavelet transform that terminates at a level that avoids inflation and maximizes sparsity in the matrix data. Finally, we present an algorithm for fast relighting from adaptively compressed transport matrices. Combined with a GPU-based precomputation pipeline, this results in an image and geometry relighting system that performs significantly better than 2D compression techniques, on average 2x-3x better in terms of storage cost and rendering speed for equal quality matrices.

Posters

Improved Adaptive Frameless Rendering Using Edge Respecting Filters
IEEE Symposium on Interactive Ray Tracing, 2006

Technical Reports

Scanning and Reconstruction for Dynamic Surfaces
University of Virginia Computer Science Technical Report CS-2006-25, 2006.
We present a novel 3D scanning system with the potential for interactive acquisition and visualization of dynamic scenes. Our system uses a spatio-temporally adaptive sampling strategy, and can take advantage of multiple simultaneous scanning devices operating at different resolutions. We also employ a level set framework for reconstructing potentially dynamic scenes from multiple concurrent streams of range data. In our framework, implicit surfaces are reconstructed periodically from new samples on a course grid, creating a sequence of reconstructions from disjoint sample sets that is used to estimate motion in the scene. A high-resolution reconstruction proceeds alongside, where the surface is evolved by a convective flow that guides it towards the sample set. We employ a spatially-varying distance metric based on our motion estimate that adaptively constrols the contribution of older samples to the final reconstruction.