Demo Data from VLDB 2026 / reviewers in the wild / expert
Yuting Yang 0004
dblp:25/3635-4
· DBLP profile ↗
4ranked-venue papers
4as first author
2since 2021 · last 2022
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 4 · 4 first-author · 2 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.
| Computer graphics and multimedia
1 paper |
Rendering · 100% | |
| Software engineering, system software, and programming languages
1 paper |
Compilers and program optimization · 50% Runtime systems and virtual machines · 50% |
Topics — the 5 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
differentiable rendering |
0.6 | 1 | 2022 | Aδ: autodiff for discontinuous programs - applied to shaders · ACM Trans. Graph. 2022 |
Rendering
shader programming |
0.6 | 1 | 2022 | Aδ: autodiff for discontinuous programs - applied to shaders · ACM Trans. Graph. 2022 |
Compilers and program optimization
domain-specific compilation |
0.2 | 1 | 2016 | VizGen: accelerating visual computing prototypes in dynamic languages · ACM Trans. Graph. 2016 |
Runtime systems and virtual machines › dynamic compilation
dynamic language compilation |
0.2 | 1 | 2016 | VizGen: accelerating visual computing prototypes in dynamic languages · ACM Trans. Graph. 2016 |
Rendering
inverse rendering |
0.2 | 1 | 2022 | Aδ: autodiff for discontinuous programs - applied to shaders · ACM Trans. Graph. 2022 |
Methods — techniques the papers use, named apart from their topics
reverse-mode automatic differentiation · 0.6compiler-based differentiation · 0.6box kernel prefiltering · 0.6type inference · 0.2program transformation · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | Learning from Shader Program TracesabstractAbstract Deep learning for image processing typically treats input imagery as pixels in some color space. This paper proposes instead to learn from program traces of procedural fragment shaders – programs that generate images. At each pixel, we collect the intermediate values computed at program execution, and these data form the input to the learned model. We investigate this learning task for a variety of applications: our model can learn to predict a low‐noise output image from shader programs that exhibit sampling noise; this model can also learn from a simplified shader program that approximates the reference solution with less computation, as well as learn the output of postprocessing filters like defocus blur and edge‐aware sharpening. Finally we show that the idea of learning from program traces can even be applied to non‐imagery simulations of flocks of boids. Our experiments on a variety of shaders show quantitatively and qualitatively that models learned from program traces outperform baseline models learned from RGB color augmented with hand‐picked shader‐specific featues like normals, depth, and diffuse and specular color. We also conduct a series of analyses that show certain features within the trace are more important, and even learning from a small subset of the trace outperforms the baselines. Yuting Yang 0004, Connelly Barnes, Adam Finkelstein |
Comput. Graph. Forum | 1 |
| 2022 | Aδ: autodiff for discontinuous programs - applied to shadersabstractOver the last decade, automatic differentiation (AD) has profoundly impacted graphics and vision applications --- both broadly via deep learning and specifically for inverse rendering. Traditional AD methods ignore gradients at discontinuities, instead treating functions as continuous. Rendering algorithms intrinsically rely on discontinuities, crucial at object silhouettes and in general for any branching operation. Researchers have proposed fully- automatic differentiation approaches for handling discontinuities by restricting to affine functions, or semi- automatic processes restricted either to invertible functions or to specialized applications like vector graphics. This paper describes a compiler-based approach to extend reverse mode AD so as to accept arbitrary programs involving discontinuities. Our novel gradient rules generalize differentiation to work correctly, assuming there is a single discontinuity in a local neighborhood, by approximating the prefiltered gradient over a box kernel oriented along a 1D sampling axis. We describe when such approximation rules are first-order correct, and show that this correctness criterion applies to a relatively broad class of functions. Moreover, we show that the method is effective in practice for arbitrary programs, including features for which we cannot prove correctness. We evaluate this approach on procedural shader programs, where the task is to optimize unknown parameters in order to match a target image, and our method outperforms baselines in terms of both convergence and efficiency. Our compiler outputs gradient programs in TensorFlow, PyTorch (for quick prototypes) and Halide with an optional auto-scheduler (for efficiency). The compiler also outputs GLSL that renders the target image, allowing users to interactively modify and animate the shader, which would otherwise be cumbersome in other representations such as triangle meshes or vector art. Yuting Yang 0004, Connelly Barnes, Andrew Adams, Adam Finkelstein |
ACM Trans. Graph. | 1 |
| 2018 | Approximate Program Smoothing Using Mean-Variance Statistics, with Application to Procedural Shader BandlimitingabstractAbstract We introduce a general method to approximate the convolution of a program with a Gaussian kernel. This results in the program being smoothed. Our compiler framework models intermediate values in the program as random variables, by using mean and variance statistics. We decompose the input program into atomic parts and relate the statistics of the different parts of the smoothed program. We give several approximate smoothing rules that can be used for the parts of the program. These include an improved variant of Dorn et al. [ DBLW15 ], a novel adaptive Gaussian approximation, Monte Carlo sampling, and compactly supported kernels. Our adaptive Gaussian approximation handles multivariate Gaussian distributed inputs, gives exact results for a larger class of programs than previous work, and is accurate to the second order in the standard deviation of the kernel for programs with certain analytic properties. Because each expression in the program can have multiple approximation choices, we use a genetic search to automatically select the best approximations. We apply this framework to the problem of automatically bandlimiting procedural shader programs. We evaluate our method on a variety of geometries and complex shaders, including shaders with parallax mapping, animation, and spatially varying statistics. The resulting smoothed shader programs outperform previous approaches both numerically and aesthetically. Yuting Yang 0004, Connelly Barnes |
Comput. Graph. Forum | 1 |
| 2016 | VizGen: accelerating visual computing prototypes in dynamic languagesabstractThis paper introduces a novel domain-specific compiler, which translates visual computing programs written in dynamic languages to highly efficient code. We define "dynamic" languages as those such as Python and MATLAB, which feature dynamic typing and flexible array operations. Such language features can be useful for rapid prototyping, however, the dynamic computation model introduces significant overheads in program execution time. We introduce a compiler framework for accelerating visual computing programs, such as graphics and vision programs, written in generalpurpose dynamic languages. Our compiler allows substantial performance gains (frequently orders of magnitude) over general compilers for dynamic languages by specializing the compiler for visual computation. Specifically, our compiler takes advantage of three key properties of visual computing programs, which permit optimizations: (1) many array data structures have small, constant, or bounded size, (2) many operations on visual data are supported in hardware or are embarrassingly parallel, and (3) humans are not sensitive to small numerical errors in visual outputs due to changing floating-point precisions. Our compiler integrates program transformations that have been described previously, and improves existing transformations to handle visual programs that perform complicated array computations. In particular, we show that dependent type analysis can be used to infer sizes and guide optimizations for many small-sized array operations that arise in visual programs. Programmers who are not experts on visual computation can use our compiler to produce more efficient Python programs than if they write manually parallelized C, with fewer lines of application logic. Yuting Yang 0004, Sam Prestwood, Connelly Barnes |
ACM Trans. Graph. | 1 |