Demo Data from EDBT 2026 / reviewers in the wild / expert
Kaichi Zhou
dblp:11/2326
· DBLP profile ↗
2ranked-venue papers
1as first author
0since 2021 · last 2008
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author
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 |
Geometric modeling and processing · 52% Rendering · 40% Visualization and visual analytics · 8% |
Topics — the 5 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Geometric modeling and processing › solid modeling
inside-outside classification |
0.1 | 1 | 2008 | Visibility-driven Mesh Analysis and Visualization through Graph Cuts · IEEE Trans. Vis. Comput. Graph. 2008 |
Geometric modeling and processing › mesh processing
mesh analysis |
0.1 | 1 | 2008 | Visibility-driven Mesh Analysis and Visualization through Graph Cuts · IEEE Trans. Vis. Comput. Graph. 2008 |
Rendering
ray tracing |
0.1 | 1 | 2006 | Guided visibility sampling · ACM Trans. Graph. 2006 |
Rendering
visibility computation |
0.1 | 1 | 2006 | Guided visibility sampling · ACM Trans. Graph. 2006 |
Visualization and visual analytics › scientific visualization › geometric visualization
mesh visualization |
0.0 | 1 | 2008 | Visibility-driven Mesh Analysis and Visualization through Graph Cuts · IEEE Trans. Vis. Comput. Graph. 2008 |
Methods — techniques the papers use, named apart from their topics
visibility graph · 0.1sampling · 0.1graph cuts · 0.1stochastic sampling · 0.1ray mutation · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2008 | Visibility-driven Mesh Analysis and Visualization through Graph CutsabstractIn this paper we present an algorithm that operates on a triangular mesh and classifies each face of a triangle as either inside or outside. We present three example applications of this core algorithm: normal orientation, inside removal, and layer-based visualization. The distinguishing feature of our algorithm is its robustness even if a difficult input model that includes holes, coplanar triangles, intersecting triangles, and lost connectivity is given. Our algorithm works with the original triangles of the input model and uses sampling to construct a visibility graph that is then segmented using graph cut. Kaichi Zhou, Eugene Zhang, Jirí Bittner, Peter Wonka |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2006 | Guided visibility samplingabstractThis paper addresses the problem of computing the triangles visible from a region in space. The proposed aggressive visibility solution is based on stochastic ray shooting and can take any triangular model as input. We do not rely on connectivity information, volumetric occluders, or the availability of large occluders, and can therefore process any given input scene. The proposed algorithm is practically memoryless, thereby alleviating the large memory consumption problems prevalent in several previous algorithms. The strategy of our algorithm is to use ray mutations in ray space to cast rays that are likely to sample new triangles. Our algorithm improves the sampling efficiency of previous work by over two orders of magnitude. Peter Wonka, Michael Wimmer 0001, Kaichi Zhou, Stefan Maierhofer, Gerd Hesina, Alexander Reshetov |
ACM Trans. Graph. | 3 |