XSXin Sun

Xin Sun

*This is an algorithmically generated author record based on publicly available information.

Xin Sun has a total of 21 co-authors. Here are the top co-authors by number of shared publications:


Latest Publications

  • Open Access

    Digital Salon: An AI and Physics-Driven Tool for 3D Hair Grooming and Simulation

    by Chengan He, Jorge Alejandro Amador Herrera, Yi Zhou, Zhixin Shu, Xin Sun, Yao Feng, Sören Pirk, Dominik L. Michels, Meng Zhang, Yangtuanfeng Wang, et al.

    We introduce Digital Salon, a novel approach to 3D hair grooming and simulation by integrating advanced AI and physics-based algorithms. This tool enables users to create detailed hairstyles through natural language descriptions, seamlessly blending text-driven hair generation, interactive editing, and high-fidelity rendering within a cohesive workflow. With its innovative real-time simulation capabilities, Digital Salon supports dynamic hair interactions, accommodating 10,000 to 80,000 strands, thus making sophisticated hair design accessible to a wide range of users. This tool significantly enhances the creative process in digital media by providing an intuitive, versatile, and efficient solution for hair modeling and animation.


  • Open Access

    RNA: Relightable Neural Assets

    by Krishna Mullia, Fujun Luan, Xin Sun, Miloš Hašan

    High-fidelity 3D assets with materials composed of fibers (including hair), complex layered material shaders, or fine scattering geometry are critical in high-end realistic rendering applications. Rendering such models is computationally expensive due to heavy shaders and long scattering paths. Moreover, implementing the shading and scattering models is non-trivial and has to be done not only in the 3D content authoring software (which is necessarily complex), but also in all downstream rendering solutions. For example, web and mobile viewers for complex 3D assets are desirable, but frequently cannot support the full shading complexity allowed by the authoring application. Our goal is to design a neural representation for 3D assets with complex shading that supports full relightability and full integration into existing renderers. We provide an end-to-end shading solution at the first intersection of a ray with the underlying geometry. All shading and scattering is precomputed and included in the neural asset; no multiple scattering paths need to be traced, and no complex shading models need to be implemented to render our assets, beyond a single neural architecture. We combine an MLP decoder with a feature grid. Shading consists of querying a feature vector, followed by an MLP evaluation producing the final reflectance value. Our method provides high-fidelity shading, close to the ground-truth Monte Carlo estimate even at close-up views. We believe our neural assets could be used in practical renderers, providing significant speed-ups and simplifying renderer implementations.


  • Open Access

    MCNeRF: Monte Carlo Rendering and Denoising for Real-Time NeRFs

    by Kunal Gupta, Milos Hasan, Zexiang Xu, Fujun Luan, Kalyan Sunkavalli, Xin Sun, Manmohan Chandraker, Sai Bi

    The volume rendering step used in Neural Radiance Fields (NeRFs) produces highly photorealistic results, but is inherently slow because it evaluates an MLP at a large number of sample points per ray. Previous work has addressed this by either proposing neural scene representations that are faster to evaluate or by pre-computing (and approximating) scene properties to reduce render times. In this work, we propose MCNeRF, a general Monte Carlo-based rendering algorithm that can speed up any NeRF representation. We show that the NeRF volume rendering integral can be efficiently computed via Monte Carlo integration using an importance sampling scheme based on ray density distributions. This allows us to use a small number of MLP evaluations to estimate pixel radiance. These noisy Monte Carlo estimates can be further denoised using an inexpensive image-space denoiser trained per-scene. We demonstrate that MCNeRF can be used to speed up NeRF representations like TensoRF by 7 × while closely matching their visual quality and without making the scene approximations that real-time NeRF rendering methods usually make.


  • A Study of Change Blindness in Immersive Environments

    by Daniel Martin, Xin Sun, Diego Gutierrez, Belen Masia

    Human performance is poor at detecting certain changes in a scene, a phenomenon known as change blindness. Although the exact reasons of this effect are not yet completely understood, there is a consensus that it is due to our constrained attention and memory capacity: We create our own mental, structured representation of what surrounds us, but such representation is limited and imprecise. Previous efforts investigating this effect have focused on 2D images; however, there are significant differences regarding attention and memory between 2D images and the viewing conditions of daily life. In this work, we present a systematic study of change blindness using immersive 3D environments, which offer more natural viewing conditions closer to our daily visual experience. We devise two experiments; first, we focus on analyzing how different change properties (namely type, distance, complexity, and field of view) may affect change blindness. We then further explore its relation with the capacity of our visual working memory and conduct a second experiment analyzing the influence of the number of changes. Besides gaining a deeper understanding of the change blindness effect, our results may be leveraged in several VR applications such as redirected walking, games, or even studies on saliency or attention prediction.