Evan Luo

Undergraduate Student in Computer Science

University of California Santa Barbara · Department of Computer Science

I am an undergraduate student at the Department of Computer Science, University of California Santa Barbara. My research interests include Real-time Rendering, Differentiable Rendering, and Geometry Processing.

My current research focuses on adaptive variance control for ReSTIR-based path reuse algorithms, building on the GRIS framework to derive closed-form optimal confidence caps from a bias-variance tradeoff analysis. I am also interested in geometry processing pipelines and have contributed to Blender as an open-source developer.

Research Interests

Real-time Rendering Offline Rendering Differentiable Rendering Geometry Processing

News

Recent updates and announcements

Jun 2026

Will join Huawei as a research intern working on super-resolution.

Sep 2025

Started B.Sc. in Computer Science at UC Santa Barbara.

All Publications

Complete list of publications and preprints by year

2026

Motion-Aware Temporal Confidence Capping in ReSTIR

Evan Luo

ManuscriptReal-time RenderingPath Reuse

Education

Academic background

B.Sc. in Computer Science

University of California Santa Barbara

2025 - 2029 (Expected)

GPA: 4.0/4.0

Experience

Research and industry positions

Research Internship

2026 (Incoming)

Huawei

Hong Kong Research Center

Incoming research intern focusing on super-resolution.

AI Algorithm Internship

2026 - Present

Beijing Freedo Technology

Research Center

Develop Differentiable Physics Simulation & Differentiable Rendering pipeline for Video Generation of Fluid Dynamics with Taichi (e.g. FluidNexus-like pipeline).

Undergraduate Research Assistant

2025 - Present

University of California Santa Barbara

Four Eyes Lab

Working with Prof. Tobias Höllerer and Will Zhang on Open-vocabulary Semantic Segmentation.

Projects

Open-source tools and research software

Hylux Renderer

Active

A real-time rendering framework in C++ using Slang RHI and Slang shaders, featuring a device-host consistent Scene API inspired by Falcor, a modular RenderGraph system supporting composable RenderPasses, and a cross-language interop layer using HostFxr that enables RenderPasses to be authored in C# while the core runtime remains in C++.

C++ Rendering Slang

ReSTIR BDPT

Active

A reproduction of ReSTIR BDPT in Falcor built solely from the paper without access to original source code, implementing bidirectional path tracing with resampled importance sampling.

Rendering Falcor Path Tracing

Blender

Active

Contributed to the Grease Pencil module, implementing debugging layer/group traversal and UI integration across C++ core and Python RNA APIs, and investigated and fixed issues related to Grease Pencil tree structures including node ordering, parent-child relationships, and iteration correctness.

Blender 3D Modeling DCC

Contact

Feel free to reach out for collaborations or inquiries