VLDB 2026 Research / reviewers in the wild / expert
Zhong Ren 0001
dblp:58/6919-1
· DBLP profile ↗
26ranked-venue papers
4as first author
9since 2021 · last 2025
0000-0002-6798-3035ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 21 · 4 first-author · 6 since 2021Applied, interdisciplinary, general and emerging computing · 4 · 2 since 2021Artificial intelligence and machine learning · 2 · 2 since 2021Databases, data management, data science and information retrieval · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | ROVI: A VLM-LLM Re-Captioned Dataset for Open-Vocabulary Instance-Grounded Text-to-Image GenerationabstractWe present ROVI, a high-quality synthetic dataset for instance-grounded text-to-image generation, created by labeling 1M curated web images. Our key innovation is a strategy called re-captioning, focusing on the pre-detection stage, where a VLM (Vision-Language Model) generates comprehensive visual descriptions that are then processed by an LLM (Large Language Model) to extract a flat list of potential categories for OVDs (Open-Vocabulary Detectors) to detect. This approach yields a global prompt inherently linked to instance annotations while capturing secondary visual elements humans typically overlook. Evaluations show that ROVI exceeds existing detection datasets in image quality and resolution while containing two orders of magnitude more categories with an open-vocabulary nature. For demonstrative purposes, a text-to-image model GLIGEN trained on ROVI significantly outperforms state-of-the-art alternatives in instance grounding accuracy, prompt fidelity, and aesthetic quality. Our dataset and reproducible pipeline are available at https://github.com/CihangPeng/ROVI. Cihang Peng, Qiming Hou, Zhong Ren 0001, Kun Zhou 0001 |
ICCV | 3 |
| 2025 | Generating by Understanding: Neural Visual Generation with Logical Symbol GroundingsabstractMaking neural visual generative models controllable by logical reasoning systems is promising for improving faithfulness, transparency, and generalizability. We propose the Abductive visual Generation (AbdGen) approach to build such logic-integrated models. A vector-quantized symbol grounding mechanism and the corresponding disentanglement training method are introduced to enhance the controllability of logical symbols over generation. Furthermore, we propose two logical abduction methods to make our approach require few labeled training data and support the induction of latent logical generative rules from data. We experimentally show that our approach can be utilized to integrate various neural generative models with logical reasoning systems, by both learning from scratch or utilizing pre-trained models directly. The code is released at https://github.com/future-item/AbdGen. Yifei Peng, Zijie Zha, Zhexu Luo, Wang-Zhou Dai, Zhong Ren 0001, Yao-Xiang Ding 0001, Kun Zhou 0001 |
KDD (2) | 6 |
| 2025 | Appearance as reliable evidence: Reconciling appearance and generative priors for monocular motion estimation
Zipei Chen, Zhong Ren 0001, Yao-Xiang Ding 0001, Kun Zhou 0001 |
Comput. Graph. | 3 |
| 2025 | Shape Adaptation for 3D Hairstyle RetargetingabstractIt is demanding to author an existing hairstyle for novel characters in games and VR applications. However, it is a non-trivial task for artists due to the complicated hair geometries and spatial interactions to preserve. In this paper, we present an automatic shape adaptation method to retarget 3D hairstyles. We formulate the adaptation process as a constrained optimization problem, where all the shape properties and spatial relationships are converted into individual objectives and constraints. To make such an optimization on high-resolution hairstyles tractable, we adopt a multi-scale strategy to compute the target positions of the hair strands in a coarse-to-fine manner. The global solving for the inter-strands coupling is restricted to the coarse level, and the solving for fine details is made local and parallel. In addition, we present a novel hairline edit tool to allow for user customization during retargeting. We achieve it by solving physics-based deformations of an embedded membrane to redistribute the hair roots with minimal distortion. We demonstrate the efficacy of our method through quantitative and qualitative experiments on various hairstyles and characters. Zhong Ren 0001, Youyi Zheng, Xiang Chen 0001, Kun Zhou 0001 |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2024 | CPoser: An Optimization-after-Parsing Approach for Text-to-Pose Generation Using Large Language ModelsabstractText-to-pose generation is challenging due to the complexity of natural language and human posture semantics. Utilizing large language models (LLMs) for text-to-pose generation is appealing due to their strong capabilities in text understanding and reasoning. However, as LLMs are designed for general-purpose language processing and not specifically trained for pose generation, it remains nontrivial to generate precise articulation targets for the full body using LLMs directly. To this end, we propose CPoser, a novel approach to harness the power of LLMs for text-to-pose generation, featuring a prompt parsing stage and a pose optimization stage. The parsing stage utilizes LLMs to turn text prompts into pose intermediate representations (Pose-IRs) through a set of predefined structured queries. These Pose-IRs explicitly describe specific pose conditions, such as squatting depth and knee bending angle, naturally forming an objective function that a target pose should satisfy. The optimization stage solves for expressive poses and hand gestures based on the Pose-IR objective function via robust optimization in a quantized pose prior space. The results are further refined to enhance naturalness and incorporate facial expressions. Experiments show that our approach effectively understands diverse text prompts for pose generation, surpassing existing text-to-pose methods. Bohong Chen 0004, Zhong Ren 0001, Yao-Xiang Ding 0001, Libin Liu 0002, Tianjia Shao, Kun Zhou 0001 |
ACM Trans. Graph. | 3 |
| 2023 | A Psychoacoustic Quality Criterion for Path-Traced Sound PropagationabstractIn developing virtual acoustic environments, it is important to understand the relationship between the computation cost and the perceptual significance of the resultant numerical error. In this article, we propose a quality criterion that evaluates the error significance of path-tracing-based sound propagation simulators. We present an analytical formula that estimates the error signal power spectrum. With this spectrum estimation, we can use a modified Zwicker's loudness model to calculate the relative loudness of the error signal masked by the ideal output. Our experimental results show that the proposed criterion can explain the human perception of simulation error in a variety of cases. Chunxiao Cao, Zili An, Zhong Ren 0001, Dinesh Manocha, Kun Zhou 0001 |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2023 | InstantTrace: fast parallel neuron tracing on GPUs
Yuxuan Hou, Zhong Ren 0001, Qiming Hou, Yubo Tao, Yankai Jiang 0001, Wei Chen 0001 |
Vis. Comput. | 2 |
| 2021 | Neural compositing for real-time augmented reality rendering in low-frequency lighting environments
Shengjie Ma, Qiming Hou, Zhong Ren 0001, Kun Zhou 0001 |
Sci. China Inf. Sci. | 4 |
| 2021 | Learning-based parameter prediction for quality control in three-dimensional medical image compressionabstractQuality control is of vital importance in compressing three-dimensional (3D) medical imaging data. Optimal compression parameters need to be determined based on the specific quality requirement. In high efficiency video coding (HEVC), regarded as the state-of-the-art compression tool, the quantization parameter (QP) plays a dominant role in controlling quality. The direct application of a video-based scheme in predicting the ideal parameters for 3D medical image compression cannot guarantee satisfactory results. In this paper we propose a learning-based parameter prediction scheme to achieve efficient quality control. Its kernel is a support vector regression (SVR) based learning model that is capable of predicting the optimal QP from both video-based and structural image features extracted directly from raw data, avoiding time-consuming processes such as pre-encoding and iteration, which are often needed in existing techniques. Experimental results on several datasets verify that our approach outperforms current video-based quality control methods. Yuxuan Hou, Zhong Ren 0001, Yubo Tao, Wei Chen 0001 |
Frontiers Inf. Technol. Electron. Eng. | 2 |
| 2018 | Automatic Mechanism Modeling from a Single Image with CNNsabstractAbstract This paper presents a novel system that enables a fully automatic modeling of both 3D geometry and functionality of a mechanism assembly from a single RGB image. The resulting 3D mechanism model highly resembles the one in the input image with the geometry, mechanical attributes, connectivity, and functionality of all the mechanical parts prescribed in a physically valid way. This challenging task is realized by combining various deep convolutional neural networks to provide high‐quality and automatic part detection, segmentation, camera pose estimation and mechanical attributes retrieval for each individual part component. On the top of this, we use a local/global optimization algorithm to establish geometric interdependencies among all the parts while retaining their desired spatial arrangement. We use an interaction graph to abstract the inter‐part connection in the resulting mechanism system. If an isolated component is identified in the graph, our system enumerates all the possible solutions to restore the graph connectivity, and outputs the one with the smallest residual error. We have extensively tested our system with a wide range of classic mechanism photos, and experimental results show that the proposed system is able to build high‐quality 3D mechanism models without user guidance. Minmin Lin, Tianjia Shao, Youyi Zheng, Zhong Ren 0001, Yanlin Weng, Yin Yang 0002 |
Comput. Graph. Forum | 4 |
| 2016 | Variance Analysis and Adaptive Sampling for Indirect Light Path Reuse
Xin Sun 0014, Qiming Hou, Zhong Ren 0001, Kun Zhou 0001 |
J. Comput. Sci. Technol. | 5 |
| 2016 | Interactive sound propagation with bidirectional path tracingabstractWe introduce Bidirectional Sound Transport (BST) , a new algorithm that simulates sound propagation by bidirectional path tracing using multiple importance sampling. Our approach can handle multiple sources in large virtual environments with complex occlusion, and can produce plausible acoustic effects at an interactive rate on a desktop PC. We introduce a new metric based on the signal-to-noise ratio (SNR) of the energy response and use this metric to evaluate the performance of ray-tracing-based acoustic simulation methods. Our formulation exploits temporal coherence in terms of using the resulting sample distribution of the previous frame to guide the sample distribution of the current one. We show that our sample redistribution algorithm converges and better balances between early and late reflections. We evaluate our approach on different benchmarks and demonstrate significant speedup over prior geometric acoustic algorithms. Chunxiao Cao, Zhong Ren 0001, Carl Schissler, Dinesh Manocha, Kun Zhou 0001 |
ACM Trans. Graph. | 2 |
| 2015 | Irradiance regression for efficient final gathering in global illumination
Xuezhen Huang, Xin Sun 0014, Zhong Ren 0001, Xin Tong 0001, Baining Guo, Kun Zhou 0001 |
Frontiers Comput. Sci. | 3 |
| 2014 | Cone Tracing for Furry Object RenderingabstractWe present a cone-based ray tracing algorithm for high-quality rendering of furry objects with reflection, refraction and defocus effects. By aggregating many sampling rays in a pixel as a single cone, we significantly reduce the high supersampling rate required by the thin geometry of fur fibers. To reduce the cost of intersecting fur fibers with cones, we construct a bounding volume hierarchy for the fiber geometry to find the fibers potentially intersecting with cones, and use a set of connected ribbons to approximate the projections of these fibers on the image plane. The computational cost of compositing and filtering transparent samples within each cone is effectively reduced by approximating away in-cone variations of shading, opacity and occlusion. The result is a highly efficient ray tracing algorithm for furry objects which is able to render images of quality comparable to those generated by alternative methods, while significantly reducing the rendering time. We demonstrate the rendering quality and performance of our algorithm using several examples and a user study. Menglei Chai, Qiming Hou, Zhong Ren 0001, Kun Zhou 0001 |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2013 | TransCut: Interactive Rendering of Translucent CutoutsabstractWe present TransCut, a technique for interactive rendering of translucent objects undergoing fracturing and cutting operations. As the object is fractured or cut open, the user can directly examine and intuitively understand the complex translucent interior, as well as edit material properties through painting on cross sections and recombining the broken pieces—all with immediate and realistic visual feedback. This new mode of interaction with translucent volumes is made possible with two technical contributions. The first is a novel solver for the diffusion equation (DE) over a tetrahedral mesh that produces high-quality results comparable to the state-of-art finite element method (FEM) of Arbree et al. but at substantially higher speeds. This accuracy and efficiency is obtained by computing the discrete divergences of the diffusion equation and constructing the DE matrix using analytic formulas derived for linear finite elements. The second contribution is a multiresolution algorithm to significantly accelerate our DE solver while adapting to the frequent changes in topological structure of dynamic objects. The entire multiresolution DE solver is highly parallel and easily implemented on the GPU. We believe TransCut provides a novel visual effect for heterogeneous translucent objects undergoing fracturing and cutting operations. Dongping Li, Xin Sun 0014, Zhong Ren 0001, Stephen Lin 0001, Yiying Tong, Baining Guo, Kun Zhou 0001 |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2013 | Analytic Double Product Integrals for All-Frequency RelightingabstractThis paper presents a new technique for real-time relighting of static scenes with all-frequency shadows from complex lighting and highly specular reflections from spatially varying BRDFs. The key idea is to depict the boundaries of visible regions using piecewise linear functions, and convert the shading computation into double product integrals—the integral of the product of lighting and BRDF on visible regions. By representing lighting and BRDF with spherical Gaussians and approximating their product using Legendre polynomials locally in visible regions, we show that such double product integrals can be evaluated in an analytic form. Given the precomputed visibility, our technique computes the visibility boundaries on the fly at each shading point, and performs the analytic integral to evaluate the shading color. The result is a real-time all-frequency relighting technique for static scenes with dynamic, spatially varying BRDFs, which can generate more accurate shadows than the state-of-the-art real-time PRT methods. Rui Wang 0004, Minghao Pan, Weifeng Chen 0002, Zhong Ren 0001, Kun Zhou 0001, Wei Hua 0002, Hujun Bao |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2012 | Scalable Programmable Motion Effects on GPUsabstractAbstract We present an efficient and scalable system that enables programmable motion effects on GPUs. Our system is based on the framework proposed by Schmid et al. [ SSBG10 ] that extends the concept of a surface shader to that of a programmable motion effect. While capable of expressing a variety of motion depiction styles, the execution of motion effect programs requires global knowledge about all portions of an object's surface that passes in front of a pixel during an arbitrarily long period of time, resulting in extremely high memory usage and significantly restricting the degree of parallelism of typical GPU rendering algorithms that parallelize computations over pixels in each frame of animations. To address this problem, we design our system to process multiple frames of a pixel in parallel. This new parallelization approach enables better utilization of GPU memory and also makes it possible to design an efficient out‐of‐core algorithm required in rendering real‐world animations. We also develop an analytical visibility algorithm to resolve depth conflicts of objects, reducing the required temporal resampling rate and further exposing parallelism. Experiments show that we are able to handle very large scenes and improve runtime performance up to an order of magnitude. Xuezhen Huang, Qiming Hou, Zhong Ren 0001, Kun Zhou 0001 |
Comput. Graph. Forum | 3 |
| 2012 | Animating bubble interactions in a liquid foamabstractBubbles and foams are important features of liquid surface phenomena, but they are difficult to animate due to their thin films and complex interactions in the real world. In particular, small bubbles (having diameter <1cm) in a dense foam are highly affected by surface tension, so their shapes are much less deformable compared with larger bubbles. Under this small bubble assumption, we propose a more accurate and efficient particle-based algorithm to simulate bubble dynamics and interactions. The key component of this algorithm is an approximation of foam geometry, by treating bubble particles as the sites of a weighted Voronoi diagram. The connectivity information provided by the Voronoi diagram allows us to accurately model various interaction effects among bubbles. Using Voronoi cells and weights, we can also explicitly address the volume loss issue in foam simulation, which is a common problem in previous approaches. Under this framework, we present a set of bubble interaction forces to handle miscellaneous foam behaviors, including foam structure under Plateau's laws, clusters formed by liquid surface bubbles, bubble-liquid and bubble-solid coupling, bursting and coalescing. Our experiment shows that this method can be straightforwardly incorporated into existing liquid simulators, and it can efficiently generate realistic foam animations, some of which have never been produced in graphics before. Oleksiy Busaryev, Tamal K. Dey, Huamin Wang 0001, Zhong Ren 0001 |
ACM Trans. Graph. | 4 |
| 2011 | Radiance Transfer Biclustering for Real-Time All-Frequency Biscale RenderingabstractWe present a real-time algorithm to render all-frequency radiance transfer at both macroscale and mesoscale. At a mesoscale, the shading is computed on a per-pixel basis by integrating the product of the local incident radiance and a bidirectional texture function. While at a macroscale, the precomputed transfer matrix, which transfers the global incident radiance to the local incident radiance at each vertex, is losslessly compressed by a novel biclustering technique. The biclustering is directly applied on the radiance transfer represented in a pixel basis, on which the BTF is naturally defined. It exploits the coherence in the transfer matrix and a property of matrix element values to reduce both storage and runtime computation cost. Our new algorithm renders at real-time frame rates realistic materials and shadows under all-frequency direct environment lighting. Comparisons show that our algorithm is able to generate images that compare favorably with reference ray tracing results, and has obvious advantages over alternative methods in storage and preprocessing time. Xin Sun 0014, Qiming Hou, Zhong Ren 0001, Kun Zhou 0001, Baining Guo |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2010 | Interactive Rendering of Non-Constant, Refractive Media Using the Ray Equations of Gradient-Index OpticsabstractAbstract Existing algorithms can efficiently render refractive objects of constant refractive index. For a medium with a continuously varying index of refraction, most algorithms use the ray equation of geometric optics to compute piecewise‐linear approximations of the non‐linear rays. By assuming a constant refractive index within each tracing step, these methods often need a large number of small steps to generate satisfactory images. In this paper, we present a new approach for tracing non‐constant, refractive media based on the ray equations of gradient‐index optics. We show that in a medium of constant index gradient, the ray equation has a closed‐form solution, and the intersection point between a ray and the medium boundaries can be efficiently computed using the bisection method. For general non‐constant media, we model the refractive index as a piecewise‐linear function and render the refraction by tracing the tetrahedron‐based representation of the media. Our algorithm can be easily combined with existing rendering algorithms such as photon mapping to generate complex refractive caustics at interactive frame rates. We also derive analytic ray formulations for tracing mirages – a special gradient‐index optical phenomenon. Zhong Ren 0001, Baining Guo, Kun Zhou 0001 |
Comput. Graph. Forum | 2 |
| 2010 | Interactive hair rendering under environment lightingabstractWe present an algorithm for interactive hair rendering with both single and multiple scattering effects under complex environment lighting. The outgoing radiance due to single scattering is determined by the integral of the product of the environment lighting, the scattering function, and the transmittance that accounts for self-shadowing among hair fibers. We approximate the environment light by a set of spherical radial basis functions (SRBFs) and thus convert the outgoing radiance integral into the sum of radiance contributions of all SRBF lights. For each SRBF light, we factor out the effective transmittance to represent the radiance integral as the product of two terms: the transmittance and the convolution of the SRBF light and the scattering function. Observing that the convolution term is independent of the hair geometry, we precompute it for commonly-used scattering models, and reduce the run-time computation to table lookups. We further propose a technique, called the convolution optical depth map , to efficiently approximate the effective transmittance by filtering the optical depth maps generated at the center of the SRBF using a depth-dependent kernel. As for the multiple scattering computation, we handle SRBF lights by using similar factorization and precomputation schemes, and adopt sparse sampling and interpolation to speed up the computation. Compared to off-line algorithms, our algorithm can generate images of comparable quality, but at interactive frame rates. Zhong Ren 0001, Kun Zhou 0001, Wei Hua 0002, Baining Guo |
ACM Trans. Graph. | 1 |
| 2009 | RenderAnts: interactive Reyes rendering on GPUsabstractWe present RenderAnts, the first system that enables interactive Reyes rendering on GPUs. Taking RenderMan scenes and shaders as input, our system first compiles RenderMan shaders to GPU shaders. Then all stages of the basic Reyes pipeline, including bounding/splitting, dicing, shading, sampling, compositing and filtering, are executed on GPUs using carefully designed data-parallel algorithms. Advanced effects such as shadows, motion blur and depth-of-field can also be rendered. In order to avoid exhausting GPU memory, we introduce a novel dynamic scheduling algorithm to bound the memory consumption during rendering. The algorithm automatically adjusts the amount of data being processed in parallel at each stage so that all data can be maintained in the available GPU memory. This allows our system to maximize the parallelism in all individual stages of the pipeline and achieve superior performance. We also propose a multi-GPU scheduling technique based on work stealing so that the system can support scalable rendering on multiple GPUs. The scheduler is designed to minimize inter-GPU communication and balance workloads among GPUs. We demonstrate the potential of RenderAnts using several complex RenderMan scenes and an open source movie entitled Elephants Dream. Compared to Pixar's PRMan, our system can generate images of comparably high quality, but is over one order of magnitude faster. For moderately complex scenes, the system allows the user to change the viewpoint, lights and materials while producing photorealistic results at interactive speed. Kun Zhou 0001, Qiming Hou, Zhong Ren 0001, Minmin Gong, Xin Sun 0014, Baining Guo |
ACM Trans. Graph. | 3 |
| 2008 | Gradient-based Interpolation and Sampling for Real-time Rendering of Inhomogeneous, Single-scattering MediaabstractAbstract We present a real‐time rendering algorithm for inhomogeneous, single scattering media, where all‐frequency shading effects such as glows, light shafts, and volumetric shadows can all be captured. The algorithm first computes source radiance at a small number of sample points in the medium, then interpolates these values at other points in the volume using a gradient‐based scheme that is efficiently applied by sample splatting. The sample points are dynamically determined based on a recursive sample splitting procedure that adapts the number and locations of sample points for accurate and efficient reproduction of shading variations in the medium. The entire pipeline can be easily implemented on the GPU to achieve real‐time performance for dynamic lighting and scenes. Rendering results of our method are shown to be comparable to those from ray tracing. Zhong Ren 0001, Kun Zhou 0001, Stephen Lin 0001, Baining Guo |
Comput. Graph. Forum | 1 |
| 2008 | Real-time smoke rendering using compensated ray marchingabstractWe present a real-time algorithm calledcompensated ray marchingfor rendering of smoke under dynamic low-frequency environment lighting. Our approach is based on a decomposition of the input smoke animation, represented as a sequence of volumetric density fields, into a set of radial basis functions (RBFs) and a sequence of residual fields. To expedite rendering, the source radiance distribution within the smoke is computed from only the low-frequency RBF approximation of the density fields, since the high-frequency residuals have little impact on global illumination under low-frequency environment lighting. Furthermore, in computing source radiances the contributions from single and multiple scattering are evaluated at only the RBF centers and then approximated at other points in the volume using an RBF-based interpolation. A slice-based integration of these source radiances along each view ray is then performed to render the final image. The high-frequency residual fields, which are a critical component in the local appearance of smoke, are compensated back into the radiance integral during this ray march to generate images of high detail. The runtime algorithm, which includes both light transfer simulation and ray marching, can be easily implemented on the GPU, and thus allows for real-time manipulation of viewpoint and lighting, as well as interactive editing of smoke attributes such as extinction cross section, scattering albedo, and phase function. Only moderate preprocessing time and storage is needed. This approach provides the first method for real-time smoke rendering that includes single and multiple scattering while generating results comparable in quality to offline algorithms like ray tracing. Kun Zhou 0001, Zhong Ren 0001, Stephen Lin 0001, Hujun Bao, Baining Guo, Harry Shum |
ACM Trans. Graph. | 2 |
| 2006 | Real-time soft shadows in dynamic scenes using spherical harmonic exponentiationabstractPrevious methods for soft shadows numerically integrate over many light directions at each receiver point, testing blocker visibility in each direction. We introduce a method for real-time soft shadows in dynamic scenes illuminated by large, low-frequency light sources where such integration is impractical. Our method operates on vectors representing low-frequency visibility of blockers in the spherical harmonic basis. Blocking geometry is modeled as a set of spheres; relatively few spheres capture the low-frequency blocking effect of complicated geometry. At each receiver point, we compute the product of visibility vectors for these blocker spheres as seen from the point. Instead of computing an expensive SH product per blocker as in previous work, we perform inexpensive vector sums to accumulate the log of blocker visibility. SH exponentiation then yields the product visibility vector over all blockers. We show how the SH exponentiation required can be approximated accurately and efficiently for low-order SH, accelerating previous CPU-based methods by a factor of 10 or more, depending on blocker complexity, and allowing real-time GPU implementation. Zhong Ren 0001, Rui Wang 0004, John M. Snyder, Kun Zhou 0001, Xinguo Liu, Peter-Pike J. Sloan, Hujun Bao, Qunsheng Peng 0001, Baining Guo |
ACM Trans. Graph. | 1 |
| 2005 | Intersection fields for interactive global illumination
Zhong Ren 0001, Wei Hua 0002, Lu Chen 0001, Hujun Bao |
Vis. Comput. | 1 |