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Xin Tong(童欣) Internet
Graphics Group, Microsoft
Research Asia 5th Floor, Sigma Center, No. 49
ZhiChun Road, HaiDian, Beijing, 100190, P. R. China Email: xtong at
microsoft.com Tel: 86-10-58965745 |
About Me
I am now is a lead researcher in Internet Graphics Group, Microsoft
Research Asia.
Xin Tong joined Microsoft
Research China as an associate researcher in 1999. Before that, he received his
Ph.D. Degree in Computer Graphics from Tsinghua
University, Beijing. His Ph.D thesis is about hardware assisted volume
rendering. Xin received B.S. Degree and Master Degree in Computer Science from Zhejiang University in 1993 and 1996
respectively.
Research Interests
Appearance modeling and rendering, texture synthesis, and graphics
architecture and system.
Professional Activities
Program Committee Member:
Pacific Graphics 2003, 2005, 2006, 2007, 2008, 2009; Eurographics 2007;
Computer Graphics International 2006 and 2008; SIGGRAPH ASIA 2008;
Paper Reviewer:
ACM SIGGRAPH, IEEE Visualization, EGWR, EGSR,
ACM TOG, IEEE TVCG, IEEE CG&A, PAMI
Publications
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2009 |
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SubEdit: A Representation for Editing Measured Heterogeneous
Subsurface Scattering Ying Song, Xin Tong, Fabio Pellacini, Pieter Peers, We present SubEdit, a representation for
editing the BSSRDF of heterogeneous subsurface scattering acquired from
real-world samples. Directly editing measured raw data is difficult due to
the non-local impact of heterogeneous subsurface scattering on the
appearance. Our SubEdit representation decouples these non-local effects into
the product of two local scattering profiles defined at respectively the
incident and outgoing surface locations. This allows users to directly
manipulate the appearance of single surface locations and to robustly make
selections. To further facilitate editing, we reparameterize the scattering
profiles into the local appearance concepts of albedo, scattering range, and
profile shape. Our method preserves the visual quality of the measured
material after editing by maintaining the consistency of subsurface transport
for all edits. SubEdit fits measured data well while remaining efficient
enough to support interactive rendering and manipulation. We illustrate the
suitability of SubEdit as a representation for editing by applying various
complex modifications on a wide variety of measured heterogeneous subsurface
scattering materials. ACM
SIGGRAPH 2009 (To appear), [Paper 10MB] [Video 20MB] [Supplemental
Material] [Talk Slides] |
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Kernel Nystrom for Light Transport Jiaping Wang, Yue Dong, Xin Tong, Zhouchen Lin, Baining Guo We propose a kernel Nystrom method for
reconstructing the light transport matrix from a relatively small number of
acquired images. Our work is based on the generalized Nystrom method for low
rank matrices. We introduce the light transport kernel and incorporate it
into the Nystrom method to exploit the nonlinear coherence of the light
transport matrix. We also develop an adaptive scheme for efficiently capturing
the sparsely sampled images from the scene. Our experiments indicate that the
kernel Nystrom method can achieve good reconstruction of the light transport
matrix with a few hundred images and produce high quality relighting results.
The kernel Nystrom method is effective for modeling scenes with complex
lighting effects and occlusions which have been challenging for existing
techniques. ACM
SIGGRAPH 2009 (To appear), [Paper] [Video] [Talk Slides] |
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2008 |
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Modeling Anisotropic Surface Reflectance
with Example-based Microfacet Synthesis Jiaping Wang, Shuang Zhao, Xin Tong, John Snyder, Baining Guo, We present a new technique for the visual
modeling of spatially varying anisotropic reflectance using data captured
from a single view. Reflectance is represented using a microfacet-based BRDF
which tabulates the facets’ normal distribution (NDF) as a function of
surface location. Data from a single view provides a 2D slice of the 4D BRDF
at each surface point from which we fit a partial NDF. The fitted NDF is
partial because the single view direction coupled with the set of light
directions covers only a portion of the “half-angle” hemisphere. We complete the NDF at each point by applying a
novel variant of texture synthesis using similar, overlapping partial NDFs
from other points. Our similarity measure allows azimuthal rotation of
partial NDFs, under the assumption that reflectance is spatially redundant
but the local frame may be arbitrarily oriented. Our system includes a simple
acquisition device that collects images over a 2D set of light directions by
scanning a linear array of LEDs over a flat sample. Results demonstrate that
our approach preserves spatial and directional BRDF details and generates a
visually compelling match to measured materials. ACM
SIGGRAPH 2008, [Paper 14MB] [Video
31MB] [Data] [Talk Slides] |
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Lazy Solid Texture Synthesis Yue Dong, Sylvain Lefebvre, Xin Tong, George Drettakis, Existing solid texture synthesis algorithms
generate a full volume of color content from a set of 2D example images. We
introduce a new algorithm with the unique ability to restrict synthesis to a
subset of the voxels, while enforcing spatial determinism. Our key idea is to
synthesize a volume from a set of pre-computed 3D candidates, each being a
triple of interleaved 2D neighborhoods. We present an efficient algorithm to
carefully select in a pre-process only those candidates forming consistent
triples. This significantly reduces the search space during subsequent
synthesis. The result is a new parallel, spatially deterministic solid
texture synthesis algorithm which runs efficiently on the GPU. Our approach
generates high resolution solid textures on surfaces within seconds. Memory
usage and synthesis time only depend on the output textured surface area. Eurographics
Symposium on Rendering 2008,
[Paper 12MB] [Video 46MB]
[Data] [Talk Slides] |
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Image based Material Weathering Su Xue, Jiaping Wang, Xin Tong, Qionghai Dai, Baining Guo, In this paper, we present a technique for
modeling and editing the weathering effects of an object in a single image
with appearance manifolds. In our approach, we formulate the input image as
the product of reflectance and illuminance. An iterative method is then
developed to construct the appearance manifold in color space (i.e., Lab
space) for modeling the reflectance variations caused by weathering. Based on
the appearance manifold, we propose a statistical method to robustly
decompose reflectance and illuminance for each pixel. For editing, we
introduce a "pixel-walking" scheme to modify the pixel reflectance
according to its position on the manifold, by which the detailed reflectance
variations are well preserved. We illustrate our technique in various
applications, including weathering transfer between two images that is first
enabled by our technique. Eurographics 2008, [Paper 24MB] [Video 5MB]
[Talk Slides] |
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Modeling and Rendering Heterogeneous
Translucent Materials using Diffusion Equation Jiaping Wang, Shuang Zhao, Xin Tong, Stephen Lin, Zhouchen Lin, Yue
Dong, Baining Guo, Heung-Yeung Shum, In this paper, we propose techniques for modeling
and rendering of heterogeneous translucent materials that enable acquisition
from measured samples, interactive editing of material attributes, and
real-time rendering. The materials are assumed to be optically dense such
that multiple scattering can be approximated by a diffusion process described
by the diffusion equation. For modeling heterogeneous materials, we present
the inverse diffusion algorithm for acquiring material properties from
appearance measurements. This modeling algorithm incorporates a regularizer
to handle the ill-conditioning of the inverse problem, an adjoint method to
dramatically reduce the computational cost, and a hierarchical GPU
implementation for further speedup. To render an object with known material
properties, we present the polygrid diffusion algorithm, which solves the
diffusion equation with a boundary condition defined by the given
illumination environment. This rendering technique is based on representation
of an object by a polygrid, a grid with regular connectivity and an irregular
shape, which facilitates solution of the diffusion equation in arbitrary
volumes. Because of the regular connectivity, our rendering algorithm can be
implemented on the GPU for real-time performance. We demonstrate our
techniques by capturing materials from physical samples and performing
real-time rendering and editing with these materials. ACM Transaction on Graphics, Vol. 27, No.1, 2008, [Paper 20MB]
[Video 46MB] [Talk Slides] |
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1999~2007 |
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Rendering from Compressed High Dynamic
Range Textures on Programmable Graphics Hardware Lvdi Wang,
Xi Wang, Peter-Pike Sloan, Li-Yi Wei, Xin Tong, Baining Guo, ACM Symposium on Interactive 3D Graphics and Games 2007, [Paper 2MB] |
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Hardware Accelerated Parallel Texture
Optimization Haoda
Huang, Xin Tong, Wencheng Wang, Journal of Computer Science and Technology,22(5),
2007,[Paper 4MB] |
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Incremental Wavelet Importance Sampling for
Direct Illumination Haoda
Huang, Yanyun Chen, Xin Tong, Wencheng Wang, ACM Symposium on Virtual
Reality Software and Technology (VRST)(Short Paper) , 2007, [Paper 2MB] |
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Appearance Manifolds for Modeling
Time-Variant Appearance of Materials Jiaping
Wang, Xin Tong, Stephen Lin, Minghao Pan, Chao Wang, Hujun Bao, Baining Guo,
Heung-Yeung Shum, ACM Transaction on Graphics Vol. 25, No. 3, 2006 (ACM SIGGRAPH 2006), [Paper 18MB][Video 95MB][Slides 16MB] |
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Shell Radiance Texture Functions Ying Song,
Yanyun Chen, Xin Tong, Stephen Lin, Jiaoying Shi, Baining Guo, Heung-Yeung
Shum, The Visual Computer, Vol. 21, No. 8~10, 2005 (Pacific Graphics 2005), [Paper 5MB] |
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Capturing and Rendering Geometry Details
for BTF-mapped Surfaces Jiaping
Wang, Xin Tong, John Snyder, Yanyun Chen, Baining Guo, Heung-Yeung Shum, The Visual Computer, Vol. 21, No. 8~10, 2005 (Pacific Graphics 2005), [Paper 1MB] |
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Visual Simulation of Weathering by
Gamma–ton Tracing Yanyun
Chen, Lin Xia, Tien-Tsin Wong, Xin Tong, Hujun Bao, Baining Guo, Heung-Yeung
Shum, ACM Transaction on Graphics, Vol. 24, No. 3, 2005 (ACM SIGGRAPH 2005), [Paper 1.2MB] |
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Modeling and Rendering of Quasi-homogeneous
Materials Xin Tong,
Jiaping Wang, Stephen Lin, Baining Guo, Heung Yeung Shum, ACM Transaction on Graphics, Vol. 24, No. 3, 2005 (ACM SIGGRAPH 2005), [Paper 3MB] |
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Real Time Rendering of Ocean Waves Yaohua Hu,
Luiz Velho, Xin Tong, Baining Guo, Heung-Yeung Shum, |
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Generalized Displacement Maps Xi Wang,
Xin Tong, Stephen Lin, Shimin Hu, Baining Guo, Heung-Yeung Shum, Eurographics Symposium on Rendering, 2004, [Paper 5MB] |
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Shell Texture Functions Yanyun
Chen, Xin Tong, Jiaping Wang, Stephen Lin, Baining Guo, Heung-Yeung Shum, |
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View-Dependent Displacement Mapping Lifeng
Wang, Xi Wang, Xin Tong, Stephen Lin, Shimin Hu, Baining Guo, Heung-Yeung
Shum, |
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Lighting and shadow interpolation using
Intrinsic Lumigraphs Yasuyuki Matsushita, Sing Bing
Kang, Stephen Lin, Heung-Yeung Shum, Xin Tong, |
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Synthesis of Bi-directional Texture
Functions on Arbitrary Surfaces Xin Tong,
Jingdan Zhang, Ligang Liu, Xi Wang, Baining Guo, Heung-Yeung Shum, ACM Transaction on Graphics, Vol. 21, No. 3, 2002(ACM SIGGRAPH 2002), [Paper 3MB] |
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Layered Lumigraph with LOD Control Xin Tong,
JinXiang Chai, Heung-Yeung Shum, Journal of Visualization and Computer Animation, Vol. 13, No. 4, 2002, [Paper 4MB] |
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Rendering by Manifold Hopping Heung-Yeung
Shum, Lifeng Wang, JinXiang Chai, Xin Tong, |
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Lighting Interpolation by Shadow Morphing
Using Intrinsic Lumigraphs |
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Diffuse-Specular Separation and Depth
Recovery from Image Sequences |
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Locally Reparameterized Light Fields |
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Artistic Image Generation by Deviation
Mapping Wenyin
Liu, Xin Tong, Yingqing Xu, Heung-Yeung Shum, |
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Plenoptic Sampling |
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Efficiently Rendering Large Volume Data
Using Texture Mapping Hardware |
Last
Modified: 2008-06-23