Demo Data from VLDB 2026 / reviewers in the wild / expert
Qianyue He
dblp:367/9268
· DBLP profile ↗
2ranked-venue papers
1as first author
2since 2021 · last 2025
0009-0009-7127-4192ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Systems, architecture and hardware · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 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
1 paper |
Rendering · 100% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering › ray tracing
path tracing |
0.8 | 1 | 2024 | DARTS: Diffusion Approximated Residual Time Sampling for Time-of-flight Rendering in Homogeneous Scattering Media · ACM Trans. Graph. 2024 |
Rendering › light transport
time-of-flight rendering |
0.8 | 1 | 2024 | DARTS: Diffusion Approximated Residual Time Sampling for Time-of-flight Rendering in Homogeneous Scattering Media · ACM Trans. Graph. 2024 |
Rendering
volume rendering |
0.8 | 1 | 2024 | DARTS: Diffusion Approximated Residual Time Sampling for Time-of-flight Rendering in Homogeneous Scattering Media · ACM Trans. Graph. 2024 |
Rendering › global illumination
photon mapping |
0.2 | 1 | 2024 | DARTS: Diffusion Approximated Residual Time Sampling for Time-of-flight Rendering in Homogeneous Scattering Media · ACM Trans. Graph. 2024 |
Methods — techniques the papers use, named apart from their topics
transient diffusion theory · 0.8resampled importance sampling · 0.8elliptical sampling · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | ScatterSplatting: Enhanced View Synthesis in Scattering Scenarios via Joint NeRF and Gaussian SplattingabstractView synthesis in the scattering medium faces challenges due to image degradation caused by medium scattering, and existing methods struggle to effectively address this issue. Although Neural Radiance Fields (NeRFs) excel in novel view synthesis and high-quality 3D reconstruction, they suffer from slow training speeds and poor handling of scenes with scattering. However, 3D Gaussian Splatting (3DGS) naturally exhibits sparsity, allowing for efficient representation of complex opaque geometries and surface details, but it is limited in modeling medium scattering. To address these limitations, we propose a novel method that combines the volumetric rendering strengths of NeRF with the sparse representation capabilities of 3DGS to effectively handle scattering media. By using 3DGS to represent objects and leveraging volumetric rendering for medium modeling, our method can mitigate the effects of medium scattering, rendering clear scenes in scattering media and synthesizing the appearance and depth of distant objects from novel viewpoints. The experimental results demonstrate a significant improvement in the performance of view-synthesis tasks, with an average increase of 3 to 4 dB. The rendering efficiency improved, with the training time reduced to 8 minutes, while preserving fine details. Renrong Hu, Qianyue He, Dongyu Du, Xin Jin 0002 |
ISCAS | 2 |
| 2024 | DARTS: Diffusion Approximated Residual Time Sampling for Time-of-flight Rendering in Homogeneous Scattering MediaabstractTime-of-flight (ToF) devices have greatly propelled the advancement of various multi-modal perception applications. However, achieving accurate rendering of time-resolved information remains a challenge, particularly in scenes involving complex geometries, diverse materials and participating media. Existing ToF rendering works have demonstrated notable results, yet they struggle with scenes involving scattering media and camera-warped settings. Other steady-state volumetric rendering methods exhibit significant bias or variance when directly applied to ToF rendering tasks. To address these challenges, we integrate transient diffusion theory into path construction and propose novel sampling methods for free-path distance and scattering direction, via resampled importance sampling and offline tabulation. An elliptical sampling method is further adapted to provide controllable vertex connection satisfying any required photon traversal time. In contrast to the existing temporal uniform sampling strategy, our method is the first to consider the contribution of transient radiance to importance-sample the full path, and thus enables improved temporal path construction under multiple scattering settings. The proposed method can be integrated into both path tracing and photon-based frameworks, delivering significant improvements in quality and efficiency with at least a 5x MSE reduction versus SOTA methods in equal rendering time. Qianyue He, Dongyu Du, Haitian Jiang, Xin Jin 0002 |
ACM Trans. Graph. | 1 |