About
I am currently a Senior Research Lead & Manager at Meta Reality Labs Research building…
Activity
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Happy to share that Y. Samara Ren obtained her doctoral degree for her outstanding dissertation entitled "Computational Inverse Design of Shape…
Happy to share that Y. Samara Ren obtained her doctoral degree for her outstanding dissertation entitled "Computational Inverse Design of Shape…
Liked by Zhao Dong
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Feeling anxious about the future of AI? Let's talk about it… I stumbled upon this anti-electricity propaganda from the 1900s. It hit me: we're…
Feeling anxious about the future of AI? Let's talk about it… I stumbled upon this anti-electricity propaganda from the 1900s. It hit me: we're…
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NASA - National Aeronautics and Space Administration may seem like an unlikely candidate to help in food security, but through a partnership between…
NASA - National Aeronautics and Space Administration may seem like an unlikely candidate to help in food security, but through a partnership between…
Liked by Zhao Dong
Experience
Education
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Max Planck Institute for Informatics
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Thesis: Visually Pleasing Real-time Global Illumination Rendering for Fully-dynamic Scenes.
Have been mainly investigating in the problem of Visibility Approximation for Real-time Global Illumination Rendering and also did some works in GPGPU, Facial Animation, and Volume Graphics. -
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Activities and Societies: TA for undergraduate course: Computer Game Design
Have been investigating in the efficient real-time rendering && volumetric modeling methods using evolving programmable Graphics Processor Unit (GPU).
Zhao Dong. "Relevant Technology Study on Programmable Graphics Hardware". Master thesis. Zhejiang University, 2005 -
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Licenses & Certifications
Volunteer Experience
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IPC member
ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D)
- Present 11 years 10 months
Science and Technology
International Paper Committee Member.
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IPC Member
PACIFIC GRAPHICS
- Present 12 years 4 months
Science and Technology
International Paper Committee Member.
Publications
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Simulating the structure and texture of solid wood
ACM SIGGRAPH Asia 2016
The teaser image is selected as the front cover of the SIGGRAPH Asia 2016 proceedings!
Based on the anatomical structure of real wood species, we developed the first physically-based procedural 3D wood material, which support various physical wood appearance effects: sophisticated wood grain, pores/rays, bumps and secondary highlight.Other authorsSee publication -
Predicting Appearance from Measured Microgeometry of Metal Surfaces
ACM Transactions on Graphics (Presented at SIGGRAPH 2016)
The first 2 authors are joint first authors.
We investigate a new approach to capturing the appearance of metal surfaces without reflectance measurements, by deriving microfacet distributions directly from measured surface topography. We consider both wave- and geometric-optics methods for predicting BRDFs of measured surfaces and compare the results to optical measurements from a goniore-flectometer for five rough metal samples. Surface measurements are also used to predict spatial…The first 2 authors are joint first authors.
We investigate a new approach to capturing the appearance of metal surfaces without reflectance measurements, by deriving microfacet distributions directly from measured surface topography. We consider both wave- and geometric-optics methods for predicting BRDFs of measured surfaces and compare the results to optical measurements from a goniore-flectometer for five rough metal samples. Surface measurements are also used to predict spatial variation, or texture, which is especially important for the appearance of our anisotropic brushed metal samples.Other authorsSee publication -
Complex Luminaires: Illumination and Appearance Rendering
ACM Transactions on Graphics (Presented at SIGGRAPH 2015)
Simulating a complex luminaire such as a chandelier is expensive and slow, even using state-of-the-art algorithms. A more practical alternative is to use precomputation to accelerate rendering. Prior approaches cached information on an aperture surface that separates the luminaire from the scene, but many luminaires have large or ill-defined apertures leading to excessive data storage and inaccurate results.
In this article, we separate luminaire rendering into illumination and…Simulating a complex luminaire such as a chandelier is expensive and slow, even using state-of-the-art algorithms. A more practical alternative is to use precomputation to accelerate rendering. Prior approaches cached information on an aperture surface that separates the luminaire from the scene, but many luminaires have large or ill-defined apertures leading to excessive data storage and inaccurate results.
In this article, we separate luminaire rendering into illumination and appearance components. A precomputation stage simulates the complex light flow inside the luminaire to generate two data structures: a set of anisotropic point lights (APLs) and a radiance volume. The APLs are located near apparent sources and represent the light leaving the luminaire, allowing its nearand far-field illumination to be accurately and efficiently computed at render time. The luminaire's appearance consists of high- and low-frequency components, which are both visually important. High-frequency components are computed dynamically at render time, while the more computationally expensive low-frequency components are approximated using the precomputed radiance volume.
Results are shown for several complex luminaires, demonstrating orders of magnitude faster rendering compared to the best global illumination algorithms and higher fidelity with greatly reduced storage requirements compared to previous precomputed approaches.Other authorsSee publication -
A Practical Algorithm for Rendering Interreflections with All-frequency BRDFs
ACM Transactions on Graphics (Presented at SIGGRAPH 2014)
We develop a practical algorithm for rendering interreflection effects with all-frequency BRDFs. Our method builds upon a spherical Gaussian representation of the BRDF, based on which a novel
mathematical development of the interreflection equation is made.Other authorsSee publication -
Anisotropic Spherical Gaussians
ACM SIGGRAPH Asia 2013
We present a novel anisotropic Spherical Gaussian (ASG) function, built upon the Bingham distribution [Bingham 1974], which is much more effective and efficient in representing anisotropic spherical functions than Spherical Gaussians (SGs). In addition to retaining many desired properties of SGs, ASGs are also rotationally invariant and capable of representing all-frequency signals. To further strengthen the properties of ASGs, we have derived approximate closed-form solutions for their…
We present a novel anisotropic Spherical Gaussian (ASG) function, built upon the Bingham distribution [Bingham 1974], which is much more effective and efficient in representing anisotropic spherical functions than Spherical Gaussians (SGs). In addition to retaining many desired properties of SGs, ASGs are also rotationally invariant and capable of representing all-frequency signals. To further strengthen the properties of ASGs, we have derived approximate closed-form solutions for their integral, product and convolution operators, whose errors are nearly negligible, as validated by
quantitative analysis.Other authorsSee publication -
Real-time Volume Rendering in Dynamic Lighting Environments using Precomputed Photon Mapping
IEEE TVCG
We develop a framework for precomputed volume radiance transfer that achieves real-time rendering of global illumination effects for volume datasets such as multiple scattering, volumetric shadows, etc. Our approach incorporates the volumetric photon mapping method into the classical precomputed radiance transfer pipeline.
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Variance Soft Shadow Mapping
Pacific Graphics 2010
We develop variance soft shadow mapping (VSSM) for rendering plausible soft shadow in real-time. VSSM is based on the theoretical framework of percentage-closer soft shadows (PCSS) and exploits recent advances in variance shadow mapping (VSM). We demonstrate that VSSM renders high quality soft shadows efficiently (usually over 100 fps) for complex scene settings. Its speed is at least one order of magnitude faster than PCSS for large penumbra.
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Interactive Volume Caustics in Single-Scattering Media
ACM I3D 2010
We develop a novel volume caustics rendering method for single-scattering participating media. Our method achieves high-quality renderings at real-time frame rates for large and dynamic scenes containing homogeneous participating media, and at interactive frame rates for inhomogeneous media.
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Real-time Indirect Illumination with Clustered Visibility
VMV 2009
We propose to cluster a large number of virtual point lights – which represent the indirect illumination when using instant radiosity – into a small number of virtual area lights. This allows us to compute visibility using recent real-time soft shadow algorithms. Such approximate and fractional from-area visibility is faster to compute and avoids banding when compared to exact binary from-point visibility. Our results show, that the perceptual error of this approximation is negligible and that…
We propose to cluster a large number of virtual point lights – which represent the indirect illumination when using instant radiosity – into a small number of virtual area lights. This allows us to compute visibility using recent real-time soft shadow algorithms. Such approximate and fractional from-area visibility is faster to compute and avoids banding when compared to exact binary from-point visibility. Our results show, that the perceptual error of this approximation is negligible and that we achieve real-time frame-rates for large and dynamic scenes.
Other authorsSee publication -
Real-Time, All-Frequency Shadows in Dynamic Scenes
ACM SIGGRAPH 2008
we develop a technique for rendering dynamic objects under arbitrary environment illumination, which does not require any precomputation. The key ingredient is a fast, approximate technique for computing soft shadows, which achieves several hundred frames per second for a single light source. This allows for approximating environment illumination with a sparse collection of area light sources and yields real-time frame rates.
Other authorsSee publication -
Interactive Global Illumination Using Implicit Visibility
Pacific Graphics 2007
We develop a global illumination approach for dynamic scenes that runs at near-real-time frame rates on a single PC. Our method is inspired by the principles of hierarchical radiosity and tackles the visibility problem by implicitly evaluating mutual visibility while constructing a hierarchical link
structure between scene elements. By means of the same efficient and easy-to-implement framework, we are able to reproduce a large variety of complex lighting effects for moderately
sized…We develop a global illumination approach for dynamic scenes that runs at near-real-time frame rates on a single PC. Our method is inspired by the principles of hierarchical radiosity and tackles the visibility problem by implicitly evaluating mutual visibility while constructing a hierarchical link
structure between scene elements. By means of the same efficient and easy-to-implement framework, we are able to reproduce a large variety of complex lighting effects for moderately
sized scenes, such as interreflections, environment map lighting as well as area light sources.Other authorsSee publication -
Real-time Voxelization for Complex Polygonal Models
Pacific Graphics 2004
We develop an efficient voxelization algorithm for complex polygonal models by exploiting newest programmable graphics hardware.
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Languages
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English
Full professional proficiency
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Chinese
Native or bilingual proficiency
More activity by Zhao
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Grab your supersuits because your favorite Super-family is heading back to the big screen—#Incredibles3 is officially in the works at Pixar!💥
Grab your supersuits because your favorite Super-family is heading back to the big screen—#Incredibles3 is officially in the works at Pixar!💥
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Generative AI has the opportunity for transformative impact. It is crucial for universities to set guidelines, as well as explore educational…
Generative AI has the opportunity for transformative impact. It is crucial for universities to set guidelines, as well as explore educational…
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It was super fun last month to be on stage with some really amazing people at the @Scale summit talking how we built Llama 3. Check out the videos…
It was super fun last month to be on stage with some really amazing people at the @Scale summit talking how we built Llama 3. Check out the videos…
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It’s awesome to watch the pace of innovation in the Llama ecosystem with the new services our partners are bringing online. Cerebras Systems just…
It’s awesome to watch the pace of innovation in the Llama ecosystem with the new services our partners are bringing online. Cerebras Systems just…
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Adobe Research Principal Scientist Aaron Hertzmann won the Computer Graphics Achievement award from SIGGRAPH - one of the highest honors in the…
Adobe Research Principal Scientist Aaron Hertzmann won the Computer Graphics Achievement award from SIGGRAPH - one of the highest honors in the…
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There’s no substitute for open source: you have control over the weights, there are no hidden changes — it just works and it delivers stable and…
There’s no substitute for open source: you have control over the weights, there are no hidden changes — it just works and it delivers stable and…
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Bosheng Li, Nikolas Schwarz, Wojtek Palubicky, Soeren Pirk, and I have introduced a novel interactive method for volumetric tree modeling at Siggraph…
Bosheng Li, Nikolas Schwarz, Wojtek Palubicky, Soeren Pirk, and I have introduced a novel interactive method for volumetric tree modeling at Siggraph…
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A happy first day of classes to our Cornellians! 📚 💻 🎒
A happy first day of classes to our Cornellians! 📚 💻 🎒
Liked by Zhao Dong
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This week, my time at Meta has come to an end. It’s been a great couple of years building capture systems and data centers. We built some amazing…
This week, my time at Meta has come to an end. It’s been a great couple of years building capture systems and data centers. We built some amazing…
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Exactly one week ago, I turned in my laptop, and said my farewells to my friends and coworkers at NVIDIA. Over the course of my 12 week internship at…
Exactly one week ago, I turned in my laptop, and said my farewells to my friends and coworkers at NVIDIA. Over the course of my 12 week internship at…
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This week we celebrated the retirement of Victor Peng. He has been a great leader, colleague, and partner for me. On behalf of all of us AMD…
This week we celebrated the retirement of Victor Peng. He has been a great leader, colleague, and partner for me. On behalf of all of us AMD…
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