VLDB 2026 Research / reviewers in the wild / expert
Zhi-Hao Lin
dblp:118/2127
· DBLP profile ↗
6ranked-venue papers
3as first author
5since 2021 · last 2024
0000-0002-4831-5488ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 5 · 3 first-author · 4 since 2021Graphics, computer vision, multimedia, augmented reality and games · 5 · 2 first-author · 4 since 2021
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Artificial intelligence
3 papers |
3D vision · 80% Graph learning · 20% | |
| Computer graphics and multimedia
3 papers |
Rendering · 60% Virtual and augmented reality · 19% Visual content generation and editing · 17% |
Topics — the 13 heaviest of 14, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
neural radiance fields |
1.2 | 2 | 2023 | ClimateNeRF: Extreme Weather Synthesis in Neural Radiance Field · ICCV 2023 NeurMiPs: Neural Mixture of Planar Experts for View Synthesis · CVPR 2022 |
Machine learning › Graph learning › graph neural network
graph convolutional network |
1.0 | 2 | 2022 | Learning of 3D Graph Convolution Networks for Point Cloud Analysis · IEEE Trans. Pattern Anal. Mach. Intell. 2022 Convolution in the Cloud: Learning Deformable Kernels in 3D Graph Convolution Networks for Point Cloud Analysis · CVPR 2020 |
Computer vision › 3D vision
point cloud analysis |
1.0 | 2 | 2022 | Learning of 3D Graph Convolution Networks for Point Cloud Analysis · IEEE Trans. Pattern Anal. Mach. Intell. 2022 Convolution in the Cloud: Learning Deformable Kernels in 3D Graph Convolution Networks for Point Cloud Analysis · CVPR 2020 |
Computer vision › 3D vision
neural radiance field |
0.8 | 1 | 2024 | Video2Game: Real-time, Interactive, Realistic and Browser-Compatible Environment from a Single Video · CVPR 2024 |
Virtual and augmented reality › virtual environment
interactive virtual environments |
0.8 | 1 | 2024 | Video2Game: Real-time, Interactive, Realistic and Browser-Compatible Environment from a Single Video · CVPR 2024 |
Visual content generation and editing › 3d content editing
neural radiance field editing |
0.7 | 1 | 2023 | ClimateNeRF: Extreme Weather Synthesis in Neural Radiance Field · ICCV 2023 |
Computer vision › 3D vision › geometric deep learning
3d graph convolution |
0.6 | 1 | 2022 | Learning of 3D Graph Convolution Networks for Point Cloud Analysis · IEEE Trans. Pattern Anal. Mach. Intell. 2022 |
Computer vision › 3D vision › point cloud analysis
point cloud classification |
0.6 | 1 | 2022 | Learning of 3D Graph Convolution Networks for Point Cloud Analysis · IEEE Trans. Pattern Anal. Mach. Intell. 2022 |
Computer vision › 3D vision
point cloud segmentation |
0.6 | 1 | 2022 | Learning of 3D Graph Convolution Networks for Point Cloud Analysis · IEEE Trans. Pattern Anal. Mach. Intell. 2022 |
Rendering
neural rendering |
0.6 | 1 | 2022 | NeurMiPs: Neural Mixture of Planar Experts for View Synthesis · CVPR 2022 |
Rendering
novel view synthesis |
0.6 | 1 | 2022 | NeurMiPs: Neural Mixture of Planar Experts for View Synthesis · CVPR 2022 |
Computer vision › 3D vision › point cloud analysis
point cloud classification and segmentation |
0.4 | 1 | 2020 | Convolution in the Cloud: Learning Deformable Kernels in 3D Graph Convolution Networks for Point Cloud Analysis · CVPR 2020 |
Computational science and engineering › computational physics
physics simulation |
0.2 | 1 | 2023 | ClimateNeRF: Extreme Weather Synthesis in Neural Radiance Field · ICCV 2023 |
Methods — techniques the papers use, named apart from their topics
neural radiance field · 2.8physics simulation · 1.5mesh distillation · 1.5physical simulation · 1.3graph max-pooling · 1.0volume rendering · 0.6ray-plane intersection · 0.6graph convolution · 0.6learnable kernels · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Video2Game: Real-time, Interactive, Realistic and Browser-Compatible Environment from a Single VideoabstractCreating high-quality and interactive virtual environments, such as games and simulators, often involves complex and costly manual modeling processes. In this paper, we present Video2Game, a novel approach that automatically converts videos of real-world scenes into realistic and interactive game environments. At the heart of our system are three core components: (i) a neural radiance fields (NeRF) module that effectively captures the geometry and visual appearance of the scene; (ii) a mesh module that distills the knowledge from NeRF for faster rendering; and (iii) a physics module that models the interactions and physical dynamics among the objects. By following the carefully designed pipeline, one can construct an interactable and actionable digital replica of the real world. We benchmark our system on both indoor and large-scale outdoor scenes. We show that we can not only produce highly-realistic renderings in real-time, but also build interactive games on top. Hongchi Xia, Zhi-Hao Lin, Wei-Chiu Ma, Shenlong Wang |
CVPR | 2 |
| 2023 | ClimateNeRF: Extreme Weather Synthesis in Neural Radiance FieldabstractPhysical simulations produce excellent predictions of weather effects. Neural radiance fields produce SOTA scene models. We describe a novel NeRF-editing procedure that can fuse physical simulations with NeRF models of scenes, producing realistic movies of physical phenomena in those scenes. Our application – Climate NeRF – allows people to visualize what climate change outcomes will do to them.ClimateNeRF allows us to render realistic weather effects, including smog, snow, and flood. Results can be controlled with physically meaningful variables like water level. Qualitative and quantitative studies show that our simulated results are significantly more realistic than those from SOTA 2D image editing and SOTA 3D NeRF stylization. Zhi-Hao Lin, David A. Forsyth, Jia-Bin Huang 0001, Shenlong Wang |
ICCV | 2 |
| 2022 | NeurMiPs: Neural Mixture of Planar Experts for View SynthesisabstractWe present Neural Mixtures of Planar Experts (Neur-MiPs), a novel planar-based scene representation for modeling geometry and appearance. NeurMiPs leverages a collection of local planar experts in 3D space as the scene representation. Each planar expert consists of the parameters of the local rectangular shape representing geometry and a neural radiance field modeling the color and opacity. We render novel views by calculating ray-plane intersections and composite output colors and densities at intersected points to the image. NeurMiPs blends the efficiency of explicit mesh rendering and flexibility of the neural radiance field. Experiments demonstrate superior performance and speed of our proposed method, compared to other 3D representations in novel view synthesis. Zhi-Hao Lin, Wei-Chiu Ma, Hao-Yu Hsu, Yu-Chiang Frank Wang, Shenlong Wang |
CVPR | 1 |
| 2022 | 3D-Selfcutmix: Self-Supervised Learning for 3D Point Cloud AnalysisabstractPoint clouds have been widely applied to represent 3D data, with a variety of applications such as autonomous driving, augmented reality, and robotics. Since collecting a large amount of labeled 3D point cloud data for training deep learning models might not always be applicable, we propose the novel learning strategy of 3D-SelfCutMix, which advances mixed-sample data augmentation techniques while exploiting the spatial and semantic consistencies between point cloud data. Depending on the availability of label supervision, the proposed network can be realized in either self-supervised or fully-supervised manners, while both versions are shown to benefit downstream tasks. In our experiments, we consider a variety of tasks including classification and part-segmentation tasks, which sufficiently support the use of the proposed method for 3D point cloud analysis. Yuan-Yi Xu, Yan-Yang Ji, Sheng-Yu Huang, Zhi-Hao Lin, Yu-Chiang Frank Wang |
ICIP | 4 |
| 2022 | Learning of 3D Graph Convolution Networks for Point Cloud AnalysisabstractPoint clouds are among the popular geometry representations in 3D vision. However, unlike 2D images with pixel-wise layouts, such representations containing unordered data points which make the processing and understanding the associated semantic information quite challenging. Although a number of previous works attempt to analyze point clouds and achieve promising performances, their performances would degrade significantly when data variations like shift and scale changes are presented. In this paper, we propose 3D graph convolution networks (3D-GCN), which uniquely learns 3D kernels with graph max-pooling mechanisms for extracting geometric features from point cloud data across different scales. We show that, with the proposed 3D-GCN, satisfactory shift and scale invariance can be jointly achieved. We show that 3D-GCN can be applied to point cloud classification and segmentation tasks, with ablation studies and visualizations verifying the design of 3D-GCN. Zhi-Hao Lin, Sheng-Yu Huang, Yu-Chiang Frank Wang |
IEEE Trans. Pattern Anal. Mach. Intell. | 1 |
| 2020 | Convolution in the Cloud: Learning Deformable Kernels in 3D Graph Convolution Networks for Point Cloud AnalysisabstractPoint clouds are among the popular geometry representations for 3D vision applications. However, without regular structures like 2D images, processing and summarizing information over these unordered data points are very challenging. Although a number of previous works attempt to analyze point clouds and achieve promising performances, their performances would degrade significantly when data variations like shift and scale changes are presented. In this paper, we propose 3D Graph Convolution Networks (3D-GCN), which is designed to extract local 3D features from point clouds across scales, while shift and scale-invariance properties are introduced. The novelty of our 3D-GCN lies in the definition of learnable kernels with a graph max-pooling mechanism. We show that 3D-GCN can be applied to 3D classification and segmentation tasks, with ablation studies and visualizations verifying the design of 3D-GCN. Zhi-Hao Lin, Sheng-Yu Huang, Yu-Chiang Frank Wang |
CVPR | 1 |