Demo Data from VLDB 2026 / reviewers in the wild / expert
Xiao-Shuai Hu
dblp:412/4495
· DBLP profile ↗
1ranked-venue papers
1as first author
1since 2021 · last 2025
0009-0009-5925-6899ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Graphics, 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 · 91% Virtual and augmented reality · 9% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering › image-based rendering
light field display rendering |
0.9 | 1 | 2025 | Culling-Based Real-Time Rendering With Accurate Ray Sampling for High-Resolution Light Field 3D Display · IEEE Trans. Vis. Comput. Graph. 2025 |
Rendering › sampling
ray sampling |
0.9 | 1 | 2025 | Culling-Based Real-Time Rendering With Accurate Ray Sampling for High-Resolution Light Field 3D Display · IEEE Trans. Vis. Comput. Graph. 2025 |
Rendering
real-time rendering |
0.9 | 1 | 2025 | Culling-Based Real-Time Rendering With Accurate Ray Sampling for High-Resolution Light Field 3D Display · IEEE Trans. Vis. Comput. Graph. 2025 |
Virtual and augmented reality
3d display |
0.3 | 1 | 2025 | Culling-Based Real-Time Rendering With Accurate Ray Sampling for High-Resolution Light Field 3D Display · IEEE Trans. Vis. Comput. Graph. 2025 |
Methods — techniques the papers use, named apart from their topics
viewpoint mask texture · 0.9triangle culling · 0.9pixel culling · 0.9
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Culling-Based Real-Time Rendering With Accurate Ray Sampling for High-Resolution Light Field 3D DisplayabstractReal-time rendering for light field displays (LFDs) enables human-computer three-dimensional (3D) interaction with smooth and realistic experience, which is potentially useful for 3D gaming, virtual reality, or surgical navigation. However, existing rendering methods realize a real-time rendering normally by sacrificing the 3D image resolution. We propose a culling-based real-time rendering (CBR) method with an accurate ray sampling, aimed at rendering the optimal synthetic images in real-time, which reproduce the high resolution 3D images. The synthetic image generation and display processes are first analyzed, identifying the condition of accurate ray sampling for generating the optimal synthetic images. Then the CBR method is proposed, significantly improving the generation speed of the optimal synthetic images under the accurate ray sampling condition by employing triangle culling in geometry shading stage and pixel culling using pre-computed viewpoint mask texture. Experiments show that accurate ray sampling generates the highest 3D image resolution, and the CBR method achieves superior frame rate, typically rendering 39.7 frames per second (fps) for a LFD with 4,225 viewpoints and a model of 16,301 triangle faces. Xiao-Shuai Hu, Xing-Yu Lin, Yi-Jian Liu, Min-Hao Xiang, Yu-Qiang Guo, Qionghua Wang |
IEEE Trans. Vis. Comput. Graph. | 1 |