Hi, my name is Tiantian Xie (Tientien Hsieh), who is interested in Real-time rendering, Game and Machine/Deep Learning. I was advised by Dr. Marc Olano and received my PhD degree in Computer Science from UMBC in 2021. I currently work at Epic Games as Rendering Programmer.
My recent work is focused on adaptive sampling techniques for real-time rendering that can be directly adapted into game engines with low computing and bandwidth overhead. The adaptive sampling technique has been adopted in Unreal Engine since version 4.24 for high quality subsurface scattering. It first appears in Senua’s Saga: Hellblade 2 reveal demo at TGA 2019. Several real-time rendering engines have considered integration. The stability enhancement with Control Variates has made into The Matrix Awakens: An Unreal Engine 5 Experience at TGA 2021 to provide stable and high quality subsurface scattering in real time. More improvements by version:
- Unreal Engine 5.1
- Unify the diffusion model to Christensen and Burley’s diffusion model, and parameterization to mfp.
- Match PT and Raster subsurface scattering under ideal lighting.
- Unreal Engine 5.2
- Improve rough surface rendering for human skin with Chan’s diffuse model.
- Add path-traced anisotropic subsurface scattering with
Subsurface Meidum
node in the Material Editor.
- Unreal Engine 5.3
- Add
ExtinctionScale
control to ray traced transmission for subsurface scattering (Better PT ear rendering match with ray traced shadow).
- Add
During my spare time, I play computer games and do bouldering and top rop at RTP regions.
Feel free to contact through LinkedIn, Twitter(@ThisIsTian) or email.