VLDB 2026 Research / reviewers in the wild / expert
Kangyu Wang
dblp:289/9608
· DBLP profile ↗
7ranked-venue papers
3as first author
7since 2021 · last 2026
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 4 · 2 first-author · 4 since 2021Artificial intelligence and machine learning · 3 · 1 first-author · 3 since 2021Systems, architecture and hardware · 1 · 1 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
2 papers |
Visual content generation and editing · 48% Geometric modeling and processing · 24% Rendering · 21% | |
| Artificial intelligence
3 papers |
Video understanding and tracking · 56% Generative modeling · 28% Language models and text generation · 8% | |
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
Parallel and multicore computing · 87% GPUs and heterogeneous computing · 13% |
Topics — the 13 heaviest of 13, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Generative modeling › diffusion model › discrete diffusion model
diffusion language model |
1.0 | 1 | 2026 | CreditDecoding: Accelerating Parallel Decoding in Diffusion Large Language Models with Trace Credit · ACL (1) 2026 |
Computer vision › Video understanding and tracking › video question answering
streaming video question answering |
1.0 | 1 | 2026 | CogStream: Context-guided Streaming Video Question Answering · AAAI 2026 |
Computer vision › Video understanding and tracking
video question answering |
1.0 | 1 | 2026 | CogStream: Context-guided Streaming Video Question Answering · AAAI 2026 |
Visual content generation and editing
3d content creation |
0.9 | 1 | 2025 | HFM-GS: Half-Face Mapping 3DGS Avatar Based Real-Time HMD Removal · IEEE Trans. Vis. Comput. Graph. 2025 |
Geometric modeling and processing › 3d reconstruction
avatar reconstruction |
0.9 | 1 | 2025 | HFM-GS: Half-Face Mapping 3DGS Avatar Based Real-Time HMD Removal · IEEE Trans. Vis. Comput. Graph. 2025 |
Visual content generation and editing › avatar generation
gaussian splatting avatar |
0.9 | 1 | 2025 | HFM-GS: Half-Face Mapping 3DGS Avatar Based Real-Time HMD Removal · IEEE Trans. Vis. Comput. Graph. 2025 |
Rendering › perceptual rendering
foveated rendering |
0.8 | 1 | 2024 | Scene-aware Foveated Rendering · IEEE Trans. Vis. Comput. Graph. 2024 |
Parallel and multicore computing › parallel scheduling
adaptive scheduling |
0.7 | 1 | 2023 | Adaptive Workload-Balanced Scheduling Strategy for Global Ocean Data Assimilation on Massive GPUs · SC 2023 |
Parallel and multicore computing › parallel algorithms › dynamic programming
parallel dynamic programming |
0.7 | 1 | 2023 | Adaptive Workload-Balanced Scheduling Strategy for Global Ocean Data Assimilation on Massive GPUs · SC 2023 |
Natural language and speech › Language models and text generation › decoding › decoding strategy
parallel decoding |
0.3 | 1 | 2026 | CreditDecoding: Accelerating Parallel Decoding in Diffusion Large Language Models with Trace Credit · ACL (1) 2026 |
Computer vision › 3D vision
3d face reconstruction |
0.3 | 1 | 2025 | HFM-GS: Half-Face Mapping 3DGS Avatar Based Real-Time HMD Removal · IEEE Trans. Vis. Comput. Graph. 2025 |
Virtual and augmented reality › immersive rendering
head-mounted display rendering |
0.2 | 1 | 2024 | Scene-aware Foveated Rendering · IEEE Trans. Vis. Comput. Graph. 2024 |
GPUs and heterogeneous computing › multi-GPU computing
multi-GPU scaling |
0.2 | 1 | 2023 | Adaptive Workload-Balanced Scheduling Strategy for Global Ocean Data Assimilation on Massive GPUs · SC 2023 |
Methods — techniques the papers use, named apart from their topics
correlation weight-based sampling · 1.73d gaussian splatting · 1.7visual stream compression · 1.0video large language model · 1.0trace credit · 1.0parallel decoding · 1.0historical dialogue retrieval · 1.0visual importance map · 0.8temporal coherent refinement · 0.8convolution kernels · 0.8factored dataflow · 0.7dynamic programming · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | CogStream: Context-guided Streaming Video Question AnsweringabstractDespite advancements in Video Large Language Models (Vid-LLMs) improving multimodal understanding, challenges persist in streaming video reasoning due to its reliance on contextual information. Existing paradigms feed all available historical contextual information into Vid-LLMs, resulting in a significant computational burden for visual data processing. Furthermore, the inclusion of irrelevant context distracts models from key details. This paper introduces a challenging task called Context-guided Streaming Video Reasoning (CogStream), which simulates real-world streaming video scenarios, requiring models to identify the most relevant historical contextual information to deduce answers for questions about the current stream. To support CogStream, we present a densely annotated dataset featuring extensive and hierarchical question-answer pairs, generated by a semi-automatic pipeline. Additionally, we present CogReasoner as a baseline model. It effectively tackles this task by leveraging visual stream compression and historical dialogue retrieval. Extensive experiments prove the effectiveness of this method. Zicheng Zhao, Kangyu Wang, Rui Qian 0001, Weiyao Lin, Huabin Liu 0001 |
AAAI | 2 |
| 2026 | CreditDecoding: Accelerating Parallel Decoding in Diffusion Large Language Models with Trace CreditabstractKangyu Wang, Zhiyun Jiang, Haibo Feng, Weijia Zhao, Lin Liu, Jianguo Li, Zhenzhong Lan, Weiyao Lin. Proceedings of the 64th Annual Meeting of the Association for Computational Linguistics (Volume 1: Long Papers). 2026. Kangyu Wang, Zhiyun Jiang, Haibo Feng, Weijia Zhao, Zhen-Zhong Lan, Weiyao Lin |
ACL (1) | 1 |
| 2026 | Inclusion arena: A theoretically grounded framework for evaluating large foundation models via application-embedded pairwise comparisons
Hongliang He 0002, Kangyu Wang, Ruiqi Liang, Renjun Xu, Zhen-Zhong Lan |
Neurocomputing | 2 |
| 2025 | HFM-GS: Half-Face Mapping 3DGS Avatar Based Real-Time HMD RemovalabstractIn extended reality (XR) applications, enhancing user perception often necessitates head-mounted display (HMD) removal. However, existing methods suffer from low time performance and suboptimal reconstruction quality. In this paper, we propose a half face mapping 3D Gaussian splatting avatar based HMD removal method (HFM-GS), which can perform real-time and high-fidelity online restoration of the complete face in HMD-occluded videos for XR applications after a short un-occluded face registration. We establish a mapping field between the upper and lower face Gaussians to enhance the adaptability to deformation. Then, we introduce correlation weight-based sampling to improve time performance and handle variations in the number of Gaussians. At last, we ensure model robustness through Gaussian Segregation Strategy. Compared to two state-of-the-art methods, our method achieves better quality and time performance. The results of the user study show that fidelity is significantly improved with our method. Kangyu Wang, Jian Wu 0033, Runze Fan, Hongwen Zhang 0001, Sio Kei Im, Lili Wang 0006 |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2024 | Scene-aware Foveated RenderingabstractWe propose a new scene-aware foveated rendering method, which incorporates the scene awareness and characteristics of the human visual system into the mapping-based foveated rendering framework. First, we generate the conservative visual importance map that encodes the visual features of the scene, visual acuity, and gaze motion. Second, we construct the pixel size control map using a convolution kernel method. Third, we utilize the pixel size control map to guide the foveated rendering. At last, a temporal coherent refinement strategy is used to maintain the smooth foveated rendering for the adjacent frames. Compared to the state-of-the-art mapping-based foveated rendering methods using the same compression ratio, our method achieves smaller MSE, higher PSNR, and SSIM in the fovea, periphery, salient regions, and the whole image. We also conducted user studies, and the results proved that the perceptual quality of our method has a high visual similarity with the around truth rendered with the full resolution. Runze Fan, Xuehuai Shi, Kangyu Wang, Qixiang Ma, Lili Wang 0006 |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2023 | Adaptive Workload-Balanced Scheduling Strategy for Global Ocean Data Assimilation on Massive GPUsabstractGlobal ocean data assimilation is a crucial technique to estimate the actual oceanic state by combining numerical model outcomes and observation data, which is widely used in climate research. Due to the imbalanced distribution of observation data in global ocean, the parallel efficiency of recent methods suffers from workload imbalance. When massive GPUs are applied for global ocean data assimilation, the workload imbalance becomes more severe, resulting in poor scalability. In this work, we propose a novel adaptive workload-balance scheduling strategy, Bassimilation, which successfully estimates the total workload prior to execution and ensures a balanced workload assignment. Further, we design a parallel dynamic programming approach to accelerate the schedule decision, and develop a factored dataflow to exploit the parallel potential of GPUs. Evaluation demonstrates that our algorithm outperforms the state-of-the-art method by up to 9.1× speedup. This work is the first to scale global ocean data assimilation to 4, 000 GPUs. Junmin Xiao, Chaoyang Shui, Di Cai, Kangyu Wang, Yunfei Pang, Guangming Tan |
SC | 4 |
| 2023 | Eye-shaped keyboard for dual-hand text entry in virtual realityabstractWe propose an eye-shaped keyboard for high-speed text entry in virtual reality (VR), having the shape of dual eyes with characters arranged along the curved eyelids, which ensures low density and short spacing of the keys. The eye-shaped keyboard references the QWERTY key sequence, allowing the users to benefit from their experience using the QWERTY keyboard. The user interacts with an eye-shaped keyboard using rays controlled with both the hands. A character can be entered in one step by moving the rays from the inner eye regions to regions of the characters. A high-speed auto-complete system was designed for the eye-shaped keyboard. We conducted a pilot study to determine the optimal parameters, and a user study to compare our eye-shaped keyboard with the QWERTY and circular keyboards. For beginners, the eye-shaped keyboard performed significantly more efficiently and accurately with less task load and hand movement than the circular keyboard. Compared with the QWERTY keyboard, the eye-shaped keyboard is more accurate and significantly reduces hand translation while maintaining similar efficiency. Finally, to evaluate the potential of eye-shaped keyboards, we conducted another user study. In this study, the participants were asked to type continuously for three days using the proposed eye-shaped keyboard, with two sessions per day. In each session, participants were asked to type for 20min, and then their typing performance was tested. The eye-shaped keyboard was proven to be efficient and promising, with an average speed of 19.89 words per minute (WPM) and mean uncorrected error rate of 1.939%. The maximum speed reached 24.97 WPM after six sessions and continued to increase. Kangyu Wang, Yangqiu Yan |
Virtual Real. Intell. Hardw. | 1 |