Welcome to the home of Tob. My areas of interest and expertise include computer graphics in general, real-time global illumination and augmented reality. I work at Huawei as Principal Game Engine Architect.
This webpage features a portfolio of projects I’m working on, publications I have been involved in and a casually maintained log to keep it all together. If you have any questions or comments regarding my publications, source code or other things, feel free to contact me at:
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I'm excited to share our SIGGRAPH Asia 2021 paper Fast Volume Rendering with Spatiotemporal Reservoir Resampling (Volumetric ReSTIR). This a collaboration between Utah Graphics Lab @cem_yuksel and NVIDIA @_cwyman_. Project Webpage: dqlin.xyz/pubs/2021-sa-V… pic.twitter.com/7sTEqV6fHv
Physical Light-Matter Interaction in Hermite-Gauss Space
to be presented in SiggraphAsia.
This paper builds upon previous work to present practical, wave-optics light-matter interaction formulae. Another building block for physical light transport. pic.twitter.com/2gu66G1Bgy
Simulation showing a particle scattering in a lattice.
It can be seen that despite the complex behavior within the lattice, the diffracted wavefunction at the output is well resolved, a well-known fact in electron crystallography.
#quantum #physics pic.twitter.com/ybndYDb73j