Zhao Dong

Zhao Dong

Redmond, Washington, United States
2K followers 500 connections

About

I am currently a Senior Research Lead & Manager at Meta Reality Labs Research building…

Activity

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Experience

  • Meta Graphic

    Meta

    Redmond, Washington, United States

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    Greater Seattle Area

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    San Francisco Bay Area

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    San Francisco Bay Area

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    San Francisco Bay Area

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    San Francisco Bay Area

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    Ithaca, New York Area

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    Greater Seattle Area

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    Beijing City, China

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Education

  • 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

  • IPC member

    ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D)

    - Present 11 years 10 months

    Science and Technology

    International Paper Committee Member.

  • IPC Member

    PACIFIC GRAPHICS

    - Present 12 years 4 months

    Science and Technology

    International Paper Committee Member.

Publications

  • 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 authors
    See 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 authors
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  • 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.

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  • 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.

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  • 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 authors
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  • 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.

    Other authors
    • Wei Hu
    • Ivo Ihrke
    • Thorsten Grosch
    • Hans-Peter Seidel
    See publication
  • 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 authors
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  • 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.

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  • 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 authors
    See 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.

    Other authors
    • Wei Chen
    • Hujun Bao
    • Hongxin Zhang
    • Qunsheng Peng
    See publication

Languages

  • English

    Full professional proficiency

  • Chinese

    Native or bilingual proficiency

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