dydx (@ouyangyaobin) profile picture

Software Engineer @ NVIDIA Computer Graphics enthusiast from Canton :-) Opinions are my own.

Guangzhou
Joined January 2015
Photo by dydx (@ouyangyaobin)Photo by dydx (@ouyangyaobin)Photo by dydx (@ouyangyaobin)Photo by dydx (@ouyangyaobin)Photo by dydx (@ouyangyaobin)Photo by dydx (@ouyangyaobin)Photo by dydx (@ouyangyaobin)Photo by dydx (@ouyangyaobin)Photo by dydx (@ouyangyaobin)
超音波モータ(ピエゾソニックモータ)は電圧を加えると伸縮する圧電セラミックを駆動源とした静音で高トルクなモータです。 一般的な電磁力を利用するモータと違い、コイルや磁石を利用せず摩擦力を利用して作動するため小型・軽量でありながら磁場環境で利用でき、バックラッシュのないモータです。
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SSS looking pretty nice on happy buddha
Subsurface scattering in-progress for the next three-gpu-pathtracer release! Along with some other nice improvements 🫡
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GratNet: A Photorealistic Neural Shader for Diffractive Surfaces Narayan Kandel, Daljit Singh J.S. Dhillon arxiv.org/abs/2506.15815 Abstract: Structural coloration is commonly modeled using wave optics for reliable and photorealistic rendering of natural, quasi-periodic and complex nanostructures. Such models often rely on dense, preliminary or preprocessed data to accurately capture the nuanced variations in diffractive surface reflectances. This heavy data dependency warrants implicit neural representation which has not been addressed comprehensively in the current literature. In this paper, we present a multi-layer perceptron (MLP) based method for data-driven rendering of diffractive surfaces with high accuracy and efficiency. We primarily approach this problem from a data compression perspective to devise a nuanced training and modeling method which is attuned to the domain and range characteristics of diffractive reflectance datasets. Importantly, our approach avoids over-fitting and has robust resampling behavior. Using Peak-Signal-to-Noise (PSNR), Structural Similarity Index Measure (SSIM) and a flipping difference evaluator (FLIP) as evaluation metrics, we demonstrate the high-quality reconstruction of the ground-truth. In comparison to a recent state-of-the-art offline, wave-optical, forward modeling approach, our method reproduces subjectively similar results with significant performance gains. We reduce the memory footprint of the raw datasets by two orders of magnitude in general. Lastly, we depict the working of our method with actual surface renderings.
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Volumetric Inverse Rendering via Neural Radiative Transfer Ntumba Elie Nsampi, Adarsh Djeacoumar, Hans-Peter Seidel, Tobias Ritschel, Thomas Leimkühler arxiv.org/abs/2607.13695 Abstract: Volumetric inverse rendering seeks to recover the optical properties of participating media from images. Existing approaches either rely on differentiable stochastic light transport simulation, which require substantial algorithmic effort, or use simplified models that fail to capture global illumination. We propose a formulation that reconciles physically complete light transport with general-purpose neural optimization. The optical properties of the medium and the full light field are represented as neural fields and estimated through a joint optimization process. Global illumination is enforced via a residual objective derived from the Radiative Transfer Equation in local differential form, complemented by a volume rendering term along primary viewing rays to mitigate \rev{low-frequency} bias. We demonstrate reconstruction of spatially varying, color-resolved scattering, absorption, and phase function parameters from multi-view images. Beyond reconstruction, the same framework supports learning generative models of participating media with physical optical properties under global illumination.
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dydx retweeted
Dispersion + Caustics!
Just asked Claude to make a scene to show off caustics and rendered it with MuTracer. Might put this one on the website🤓
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dydx retweeted
Finally got caustics working in my renderer. Coming in the next release of MuTracer! #webgpu
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✅ Transparency and dispersion…
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A 2×2 matrix A makes the plane flow by x′ = Ax, and each flow is one of nine kinds: points sink, escape, spiral, circle or settle on a line. The kind is set by the eigenvalues of A, the roots of λ² − (tr A)λ + det A = 0. det A < 0 gives a saddle. Above det A = (tr A)²/4 they are complex: spirals, or a centre if tr A = 0. Below it, nodes; on it, star and degenerate node. The stable spiral here has tr A = −1, det A ≈ 2.65, so λ = −0.5 ± 1.55i.
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Amazing animated globe by @tulparmaps. Have a look at the poorer regions. Lots of progress was achieved in the last 30 years!
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Les courbes de niveau sont numérotées, les îles ajoutées, maintenant il reste tout le continent à nommer, peut-être ajouter le nom des côtes (leur toponymie est si belle!), puis habiller le tout (échelle, légende) Ca prend forme ! #map #bretagne #bzh
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RTX Remix for Minecraft: Java Edition brings path tracing and DLSS to gaming’s largest modding community! #RTXOn
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Try Spectra Render Engine for Blender for Free - Dev Build. #b3d blenderartists.org/t/spectra…
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Introducing beignet, a new neural field architecture! beignet uses a multiresolution fourier frequency pyramid to achieve faster convergence and higher precision when solving PDEs and finding singularities. Teaser: here is beignet at work fitting an image (super fast)!
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2024 年科学家们定义了一种新的几何形状“软胞” (Soft Cells),可以无缝的填充整个空间,我对其中以截角八面体为骨架的形状特别感兴趣:边变成圆弧,面是极小曲面,具备对称美感。 昨天让 ChatGPT Pro 读论文建立数学模型,Codex 接手 CAD 建模,然后 3D 打印机打印出来,心想事成言出法随的好时代啊。
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Neural Dynamic GI: Random-Access Neural Compression for Temporal Lightmaps in Dynamic Lighting Environments Jianhui Wu, Jian Zhou, Zhi Zhou, Zhangjin Huang, Chao Li arxiv.org/abs/2604.12625 Abstract: High-quality global illumination (GI) in real-time rendering is commonly achieved using precomputed lighting techniques, with lightmap as the standard choice. To support GI for static objects in dynamic lighting environments, multiple lightmaps at different lighting conditions need to be precomputed, which incurs substantial storage and memory overhead. To overcome this limitation, we propose Neural Dynamic GI (NDGI), a novel compression technique specifically designed for temporal lightmap sets. Our method utilizes multi-dimensional feature maps and lightweight neural networks to integrate the temporal information instead of storing multiple sets explicitly, which significantly reduces the storage size of lightmaps. Additionally, we introduce a block compression (BC) simulation strategy during the training process, which enables BC compression on the final generated feature maps and further improves the compression ratio. To enable efficient real-time decompression, we also integrate a virtual texturing (VT) system with our neural representation. Compared with prior methods, our approach achieves high-quality dynamic GI while maintaining remarkably low storage and memory requirements, with only modest real-time decompression overhead. To facilitate further research in this direction, we will release our temporal lightmap dataset precomputed in multiple scenes featuring diverse temporal variations.
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Neural Caching of Prefiltered Radiance for Specular Lighting Dmitrii Klepikov, Vladimir Frolov arxiv.org/abs/2610.11702 Abstract: Neural Radiance Caching (NRC) provides an online neural representation of scene illumination for real-time path tracing. This paper presents an NRC variant tailored to specular lighting through a reflection-direction parameterization and a roughness-dependent radiance target. Our network predicts prefiltered incoming radiance at individual surface points, which is combined with a precomputed BRDF integration map using the split-sum approximation to estimate outgoing radiance. On Bunny and Specular Sponza, the reported comparisons indicate faster convergence to the accumulated path-tracing reference and improved specular-lighting quality relative to the evaluated NRC baselines. Our online-trained method maintains real-time performance while adapting its cache during rendering.
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Real-time Rendering of Pre-integrated Neural Emitters Arno Coomans, Floor Verhoeven, Edoardo A. Dominici, Markus Steinberger (Graz University of Technology, Austria; Huawei Technologies, Switzerland2, Austria) arxiv.org/abs/2610.06762 Abstract: Direct illumination from non-trivial emitters with occluding housing, high-polygon emissive meshes, spatially varying emission, or deformable assemblies is a persistent bottleneck in real-time rendering. Current real-time solutions either rely on simplified analytical representations or fall back to runtime sampling. Analytical methods are restricted to simple emitter geometry, pure sampling-based estimators need high sampling budgets to be noise-free, and proxy representations still require runtime integration over outgoing radiance around the emitter. We present Neural Emission Fields (NEF), a representation that eliminates runtime integration by precomputing the illumination in the volume around the emitter. This neural field is parameterized by position, normal, view direction, and material parameters. Using a two-headed diffuse/glossy architecture, it yields noise-free unoccluded direct illumination from a single network evaluation per shading point. Because training is performed in the emitter's local frame, a trained NEF acts as a portable lighting asset reusable across scenes under rigid transforms. Internal interreflections, self-occlusion, spatially varying emission, and deformations are absorbed into the learned representation at zero additional runtime cost.
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In this paper is introduced Neural Irradiance Volume, a neural-based technique that allows accurate real-time rendering of diffuse global illumination via a compact pre-computed model, overcoming the limitations of traditional probe-based methods. arxiv.org/pdf/2602.12949
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📢NeuMatEx - Material Reconstruction beyond PBR We extract neural materials from multi-view images using a Large Material Reconstruction Model combined with differentiable rendering, Great project from @kim_youwang! nvlabs.github.io/neumatex/
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chain reaction
Satisfying brick breaker
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