Yue Dong
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Research Subjects
Yue Dong has a total of 23 co-authors. Here are the top co-authors by number of shared publications:
- Pieter Peers
College of William & Mary, Williamsburg, USA
5 shared publications - Chong Zeng
State Key Lab of CAD & CG, Zhejiang University, Hangzhou, China and Microsoft Research Asia, Beijing, China
4 shared publications - Xin Tong
Microsoft Research Asia, Beijing, China
4 shared publications - Hongzhi Wu
State Key Lab of CAD CG, Zhejiang University, Hangzhou, China
3 shared publications - You-Kang Kong
Tsinghua University, Beijing, China
2 shared publications - Baining Guo
Microsoft Research Asia
1 shared publication
Latest Publications
- 12 September 2026
- Published by Springer Nature
- p. 485-502
RenderFormer-V2: Neural Rendering with Heterogeneous Scene Primitives
- 12 September 2026
- Published by Springer Nature
- p. 485-502
RenderFormer-V2: Neural Rendering with Heterogeneous Scene Primitives
- 10 September 2026
- Published by Springer Nature
- p. 287-305
OctWorld: Long-Range World-Consistent Video Generation with Octree-Based 3D Mapping
- 10 September 2026
- Published by Springer Nature
- p. 287-305
OctWorld: Long-Range World-Consistent Video Generation with Octree-Based 3D Mapping
- Open Access
- 3 July 2026
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Graphics
- Vol. 45 (4) , 1-15
SQuadGen: Generating Simple Quad Layouts via Chart Distance Fields
3D shapes from scanning, reconstruction, or AI-generated content often lack simple quad mesh layouts—critical for efficient editing and modeling. Existing quad-remeshing techniques typically produce complex layouts with irregular loops, leading to tedious manual cleanup and extensive algorithm tuning. We introduce SQUADGEN, a diffusion-based generative framework that leverages Chart Distance Fields (CDF) to synthesize simple quad layouts on 3D shapes. Our approach addresses two key challenges: (1) the discrete nature of mesh connectivity, which hinders learning, and (2) the scarcity of large-scale datasets with simple quad meshes. To overcome the first, we propose CDF, a continuous surface-based representation enabling effective learning and synthesis of quad layouts. To address the second, we define loop-aware simplicity metrics and construct a large-scale dataset of high-quality quad layouts recovered from public 3D repositories through a robust quad-recovery pipeline. Extensive evaluations across diverse 3D inputs show that SQUADGEN consistently outperforms existing methods, producing robust, artist-friendly simple quad layouts.
- 3 July 2026
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Graphics
- Vol. 45 (4) , 1-15
Open AccessSQuadGen: Generating Simple Quad Layouts via Chart Distance Fields
3D shapes from scanning, reconstruction, or AI-generated content often lack simple quad mesh layouts—critical for efficient editing and modeling. Existing quad-remeshing techniques typically produce complex layouts with irregular loops, leading to tedious manual cleanup and extensive algorithm tuning. We introduce SQUADGEN, a diffusion-based generative framework that leverages Chart Distance Fields (CDF) to synthesize simple quad layouts on 3D shapes. Our approach addresses two key challenges: (1) the discrete nature of mesh connectivity, which hinders learning, and (2) the scarcity of large-scale datasets with simple quad meshes. To overcome the first, we propose CDF, a continuous surface-based representation enabling effective learning and synthesis of quad layouts. To address the second, we define loop-aware simplicity metrics and construct a large-scale dataset of high-quality quad layouts recovered from public 3D repositories through a robust quad-recovery pipeline. Extensive evaluations across diverse 3D inputs show that SQUADGEN consistently outperforms existing methods, producing robust, artist-friendly simple quad layouts.
- Open Access
- 27 July 2025
- Published by Association for Computing Machinery (ACM)
- p. 1-11
RenderFormer: Transformer-based Neural Rendering of Triangle Meshes with Global Illumination
- 27 July 2025
- Published by Association for Computing Machinery (ACM)
- p. 1-11
Open AccessRenderFormer: Transformer-based Neural Rendering of Triangle Meshes with Global Illumination
- Open Access
- 13 July 2024
- Published by Association for Computing Machinery (ACM)
- p. 1-12
DiLightNet: Fine-grained Lighting Control for Diffusion-based Image Generation
This paper presents a novel method for exerting fine-grained lighting control during text-driven diffusion-based image generation. While existing diffusion models already have the ability to generate images under any lighting condition, without additional guidance these models tend to correlate image content and lighting. Moreover, text prompts lack the necessary expressional power to describe detailed lighting setups. To provide the content creator with fine-grained control over the lighting during image generation, we augment the text-prompt with detailed lighting information in the form of radiance hints, i.e., visualizations of the scene geometry with a homogeneous canonical material under the target lighting. However, the scene geometry needed to produce the radiance hints is unknown. Our key observation is that we only need to guide the diffusion process, hence exact radiance hints are not necessary; we only need to point the diffusion model in the right direction. Based on this observation, we introduce a three stage method for controlling the lighting during image generation. In the first stage, we leverage a standard pretrained diffusion model to generate a provisional image under uncontrolled lighting. Next, in the second stage, we resynthesize and refine the foreground object in the generated image by passing the target lighting to a refined diffusion model, named DiLightNet, using radiance hints computed on a coarse shape of the foreground object inferred from the provisional image. To retain the texture details, we multiply the radiance hints with a neural encoding of the provisional synthesized image before passing it to DiLightNet. Finally, in the third stage, we resynthesize the background to be consistent with the lighting on the foreground object. We demonstrate and validate our lighting controlled diffusion model on a variety of text prompts and lighting conditions.
- 13 July 2024
- Published by Association for Computing Machinery (ACM)
- p. 1-12
Open AccessDiLightNet: Fine-grained Lighting Control for Diffusion-based Image Generation
This paper presents a novel method for exerting fine-grained lighting control during text-driven diffusion-based image generation. While existing diffusion models already have the ability to generate images under any lighting condition, without additional guidance these models tend to correlate image content and lighting. Moreover, text prompts lack the necessary expressional power to describe detailed lighting setups. To provide the content creator with fine-grained control over the lighting during image generation, we augment the text-prompt with detailed lighting information in the form of radiance hints, i.e., visualizations of the scene geometry with a homogeneous canonical material under the target lighting. However, the scene geometry needed to produce the radiance hints is unknown. Our key observation is that we only need to guide the diffusion process, hence exact radiance hints are not necessary; we only need to point the diffusion model in the right direction. Based on this observation, we introduce a three stage method for controlling the lighting during image generation. In the first stage, we leverage a standard pretrained diffusion model to generate a provisional image under uncontrolled lighting. Next, in the second stage, we resynthesize and refine the foreground object in the generated image by passing the target lighting to a refined diffusion model, named DiLightNet, using radiance hints computed on a coarse shape of the foreground object inferred from the provisional image. To retain the texture details, we multiply the radiance hints with a neural encoding of the provisional synthesized image before passing it to DiLightNet. Finally, in the third stage, we resynthesize the background to be consistent with the lighting on the foreground object. We demonstrate and validate our lighting controlled diffusion model on a variety of text prompts and lighting conditions.
- Open Access
- 23 July 2023
- Published by Association for Computing Machinery (ACM)
- p. 1-11
Relighting Neural Radiance Fields with Shadow and Highlight Hints
- 23 July 2023
- Published by Association for Computing Machinery (ACM)
- p. 1-11
Open AccessRelighting Neural Radiance Fields with Shadow and Highlight Hints
- 18 August 2021
- Published by Wiley in Computer Graphics Forum
- Vol. 40 (6) , 409-427
Deep Reflectance Scanning: Recovering Spatially‐varying Material Appearance from a Flash‐lit Video Sequence
In this paper we present a novel method for recovering high‐resolution spatially‐varying isotropic surface reflectance of a planar exemplar from a flash‐lit close‐up video sequence captured with a regular hand‐held mobile phone. We do not require careful calibration of the camera and lighting parameters, but instead compute a per‐pixel flow map using a deep neural network to align the input video frames. For each video frame, we also extract the reflectance parameters, and warp the neural reflectance features directly using the per‐pixel flow, and subsequently pool the warped features. Our method facilitates convenient hand‐held acquisition of spatially‐varying surface reflectance with commodity hardware by non‐expert users. Furthermore, our method enables aggregation of reflectance features from surface points visible in only a subset of the captured video frames, enabling the creation of high‐resolution reflectance maps that exceed the native camera resolution. We demonstrate and validate our method on a variety of synthetic and real‐world spatially‐varying materials.
- 18 August 2021
- Published by Wiley in Computer Graphics Forum
- Vol. 40 (6) , 409-427
Deep Reflectance Scanning: Recovering Spatially‐varying Material Appearance from a Flash‐lit Video Sequence
In this paper we present a novel method for recovering high‐resolution spatially‐varying isotropic surface reflectance of a planar exemplar from a flash‐lit close‐up video sequence captured with a regular hand‐held mobile phone. We do not require careful calibration of the camera and lighting parameters, but instead compute a per‐pixel flow map using a deep neural network to align the input video frames. For each video frame, we also extract the reflectance parameters, and warp the neural reflectance features directly using the per‐pixel flow, and subsequently pool the warped features. Our method facilitates convenient hand‐held acquisition of spatially‐varying surface reflectance with commodity hardware by non‐expert users. Furthermore, our method enables aggregation of reflectance features from surface points visible in only a subset of the captured video frames, enabling the creation of high‐resolution reflectance maps that exceed the native camera resolution. We demonstrate and validate our method on a variety of synthetic and real‐world spatially‐varying materials.
- 16 November 2020
- Published by Springer Nature
- p. 380-396
Object-Based Illumination Estimation with Rendering-Aware Neural Networks
- 16 November 2020
- Published by Springer Nature
- p. 380-396
Object-Based Illumination Estimation with Rendering-Aware Neural Networks
- Open Access
- 1 June 2019
- Published by Elsevier in Visual Informatics
- Vol. 3 (2) , 59-68
Deep appearance modeling: A survey
- 1 June 2019
- Published by Elsevier in Visual Informatics
- Vol. 3 (2) , 59-68
Open AccessDeep appearance modeling: A survey