EDBT 2026 Demo / reviewers in the wild / expert
Guofu Xie
dblp:117/6273
· DBLP profile ↗
9ranked-venue papers
3as first author
2since 2021 · last 2026
0009-0007-6772-6825ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 6 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 2 · 1 first-author · 1 since 2021Artificial intelligence and machine learning · 1 · 1 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 1
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
6 papers |
Rendering · 83% Visual content generation and editing · 7% Image and video processing · 7% | |
| Artificial intelligence
1 paper |
Efficient and distributed learning · 50% Language models and text generation · 50% |
Topics — the 19 heaviest of 20, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Natural language and speech › Language models and text generation
controllable text generation |
0.9 | 1 | 2025 | Bone Soups: A Seek-and-Soup Model Merging Approach for Controllable Multi-Objective Generation · ACL (1) 2025 |
Machine learning › Efficient and distributed learning
model merging |
0.9 | 1 | 2025 | Bone Soups: A Seek-and-Soup Model Merging Approach for Controllable Multi-Objective Generation · ACL (1) 2025 |
Rendering
global illumination |
0.5 | 2 | 2018 | Integrating Clipped Spherical Harmonics Expansions · ACM Trans. Graph. 2018 Efficient search of lightcuts by spatial clustering · SIGGRAPH Asia Sketches 2011 |
Rendering
light transport |
0.3 | 1 | 2018 | Integrating Clipped Spherical Harmonics Expansions · ACM Trans. Graph. 2018 |
Rendering
real-time rendering |
0.3 | 2 | 2012 | Diffusion curve textures for resolution independent texture mapping · ACM Trans. Graph. 2012 Efficient search of lightcuts by spatial clustering · SIGGRAPH Asia Sketches 2011 |
Image and video processing
image representation |
0.2 | 1 | 2014 | Hierarchical diffusion curves for accurate automatic image vectorization · ACM Trans. Graph. 2014 |
Visual content generation and editing
image vectorization |
0.2 | 1 | 2014 | Hierarchical diffusion curves for accurate automatic image vectorization · ACM Trans. Graph. 2014 |
Rendering › sampling
blue noise sampling |
0.2 | 1 | 2013 | Line segment sampling with blue-noise properties · ACM Trans. Graph. 2013 |
Rendering
GPU rendering |
0.2 | 1 | 2013 | Memory-Efficient Single-Pass GPU Rendering of Multifragment Effects · IEEE Trans. Vis. Comput. Graph. 2013 |
Rendering › surface rendering › transparency rendering
order-independent transparency |
0.2 | 1 | 2013 | Memory-Efficient Single-Pass GPU Rendering of Multifragment Effects · IEEE Trans. Vis. Comput. Graph. 2013 |
Rendering
rendering artifacts |
0.2 | 1 | 2013 | Line segment sampling with blue-noise properties · ACM Trans. Graph. 2013 |
Rendering
sampling |
0.2 | 1 | 2013 | Line segment sampling with blue-noise properties · ACM Trans. Graph. 2013 |
Rendering
texture mapping |
0.1 | 1 | 2012 | Diffusion curve textures for resolution independent texture mapping · ACM Trans. Graph. 2012 |
Rendering › global illumination
many-light rendering |
0.1 | 1 | 2011 | Efficient search of lightcuts by spatial clustering · SIGGRAPH Asia Sketches 2011 |
Rendering › monte carlo rendering
importance sampling |
0.1 | 1 | 2018 | Integrating Clipped Spherical Harmonics Expansions · ACM Trans. Graph. 2018 |
Rendering
monte carlo rendering |
0.1 | 1 | 2018 | Integrating Clipped Spherical Harmonics Expansions · ACM Trans. Graph. 2018 |
Computational photography and imaging
reconstruction |
0.0 | 1 | 2013 | Line segment sampling with blue-noise properties · ACM Trans. Graph. 2013 |
GPUs and heterogeneous computing
GPU computing |
0.0 | 1 | 2013 | Memory-Efficient Single-Pass GPU Rendering of Multifragment Effects · IEEE Trans. Vis. Comput. Graph. 2013 |
Distributed systems
stream processing |
0.0 | 1 | 2013 | Memory-Efficient Single-Pass GPU Rendering of Multifragment Effects · IEEE Trans. Vis. Comput. Graph. 2013 |
Methods — techniques the papers use, named apart from their topics
pareto optimization · 0.9multi-objective reinforcement learning · 0.9zonal decomposition · 0.3stream rendering · 0.3fragment ordering · 0.3discrete contour integration · 0.3control variates · 0.3compositing · 0.3laplacian domain fitting · 0.2hierarchical representation · 0.2frequency analysis · 0.2blue noise sampling · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | A survey of controllable learning: methods and applications in information retrieval
Chenglei Shen, Xiao Zhang 0034, Teng Shi, Changshuo Zhang, Guofu Xie, Jun Xu 0001, Jianping Fan 0001 |
Frontiers Comput. Sci. | 5 |
| 2025 | Bone Soups: A Seek-and-Soup Model Merging Approach for Controllable Multi-Objective GenerationabstractUser information needs are often highly diverse and varied.A key challenge in current research is how to achieve controllable multi-objective generation while enabling rapid adaptation to accommodate diverse user demands during test time.Existing solutions, such as Rewarded Soup, focus on merging language models individually tuned on single objectives.While easy to implement and widely used, these approaches face limitations in achieving optimal performance due to their disregard for the impacts of competing objectives on model tuning.To address this issue, we propose Bone Soup, a novel model merging approach that first seeks a series of backbone models by considering the impacts of multiple objectives and then makes the soup (i.e., merge the backbone models).Specifically, Bone Soup begins by training multiple backbone models for different objectives using multi-objective reinforcement learning.Each backbone model is guided by a combination of backbone reward signals.To ensure that these models are optimal for the Pareto front, the backbone rewards are crafted by combining standard reward functions into basis vectors, which can then be modified through a rulebased construction method.Bone Soup leverages a symmetric circulant matrix mapping to generate the merging coefficients, which are used to merge the backbone models according to user preferences.Extensive experimental results demonstrate that Bone Soup exhibits strong controllability and Pareto optimality in controllable multi-objective generation, providing a more effective and efficient approach to addressing diverse user needs at test time.Code is available at https://github. com/andyclsr/BoneSoups. Guofu Xie, Yunsheng Shi |
ACL (1) | 1 |
| 2018 | Integrating Clipped Spherical Harmonics ExpansionsabstractMany applications in rendering rely on integrating functions over spherical polygons. We present a new numerical solution for computing the integral of spherical harmonics (SH) expansions clipped to polygonal domains. Our solution, based on zonal decompositions of spherical integrands and discrete contour integration, introduces an important numerical operating for SH expansions in rendering applications. Our method is simple, efficient, and scales linearly in the bandlimited integrand’s harmonic expansion. We apply our technique to problems in rendering, including surface and volume shading, hierarchical product importance sampling, and fast basis projection for interactive rendering. Moreover, we show how to handle general, nonpolynomial integrands in a Monte Carlo setting using control variates. Our technique computes the integral of bandlimited spherical functions with performance competitive to (or faster than) more general numerical integration methods for a broad class of problems, both in offline and interactive rendering contexts. Our implementation is simple, relying only on self-contained SH evaluation and discrete contour integration routines, and we release a full source CPU-only and shader-based implementations (<750 lines of commented code). Laurent Belcour, Guofu Xie, Christophe Hery, Mark Meyer, Wojciech Jarosz, Derek Nowrouzezahrai |
ACM Trans. Graph. | 2 |
| 2014 | Hierarchical diffusion curves for accurate automatic image vectorizationabstractDiffusion curve primitives are a compact and powerful representation for vector images. While several vector image authoring tools leverage these representations, automatically and accurately vectorizing arbitrary raster images using diffusion curves remains a difficult problem. We automatically generate sparse diffusion curve vectorizations of raster images by fitting curves in the Laplacian domain. Our approach is fast, combines Laplacian and bilaplacian diffusion curve representations, and generates a hierarchical representation that accurately reconstructs both vector art and natural images. The key idea of our method is to trace curves in the Laplacian domain, which captures both sharp and smooth image features, across scales, more robustly than previous image- and gradient-domain fitting strategies. The sparse set of curves generated by our method accurately reconstructs images and often closely matches tediously hand-authored curve data. Also, our hierarchical curves are readily usable in all existing editing frameworks. We validate our method on a broad class of images, including natural images, synthesized images with turbulent multi-scale details, and traditional vector-art, as well as illustrating simple multi-scale abstraction and color editing results. Guofu Xie, Xin Sun 0014, Xin Tong 0001, Derek Nowrouzezahrai |
ACM Trans. Graph. | 1 |
| 2013 | Interactive Depth-of-Field Rendering with Secondary Rays
Guofu Xie, Xin Sun 0014, Wencheng Wang 0001 |
J. Comput. Sci. Technol. | 1 |
| 2013 | Line segment sampling with blue-noise propertiesabstractLine segment sampling has recently been adopted in many rendering algorithms for better handling of a wide range of effects such as motion blur, defocus blur and scattering media. A question naturally raised is how to generate line segment samples with good properties that can effectively reduce variance and aliasing artifacts observed in the rendering results. This paper studies this problem and presents a frequency analysis of line segment sampling. The analysis shows that the frequency content of a line segment sample is equivalent to the weighted frequency content of a point sample. The weight introduces anisotropy that smoothly changes among point samples, line segment samples and line samples according to the lengths of the samples. Line segment sampling thus makes it possible to achieve a balance between noise (point sampling) and aliasing (line sampling) under the same sampling rate. Based on the analysis, we propose a line segment sampling scheme to preserve blue-noise properties of samples which can significantly reduce noise and aliasing artifacts in reconstruction results. We demonstrate that our sampling scheme improves the quality of depth-of-field rendering, motion blur rendering, and temporal light field reconstruction. Xin Sun 0014, Kun Zhou 0001, Jie Guo 0001, Guofu Xie, Jingui Pan, Baining Guo |
ACM Trans. Graph. | 4 |
| 2013 | Memory-Efficient Single-Pass GPU Rendering of Multifragment EffectsabstractRendering multifragment effects using graphics processing units (GPUs) is attractive for high speed. However, the efficiency is seriously compromised, because ordering fragments on GPUs is not easy and the GPU's memory may not be large enough to store the whole scene geometry. Hitherto, existing methods have been unsuitable for large models or have required many passes for data transmission from CPU to GPU, resulting in a bottleneck for speedup. This paper presents a stream method for accurate rendering of multifragment effects. It decomposes the model into parts and manages these in an efficient manner, guaranteeing that the parts can easily be ordered with respect to any viewpoint, and that each part can be rendered correctly on the GPU. Thus, we can transmit the model data part by part, and once a part has been loaded onto the GPU, we immediately render it and composite its result with the results of the processed parts. In this way, we need only a single pass for data access with a very low bounded memory requirement. Moreover, we treat parts in packs for further acceleration. Results show that our method is much faster than existing methods and can easily handle large models of any size. Wencheng Wang 0001, Guofu Xie |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2012 | Diffusion curve textures for resolution independent texture mappingabstractWe introduce a vector representation called diffusion curve textures for mapping diffusion curve images (DCI) onto arbitrary surfaces. In contrast to the original implicit representation of DCIs [Orzan et al. 2008], where determining a single texture value requires iterative computation of the entire DCI via the Poisson equation, diffusion curve textures provide an explicit representation from which the texture value at any point can be solved directly, while preserving the compactness and resolution independence of diffusion curves. This is achieved through a formulation of the DCI diffusion process in terms of Green's functions. This formulation furthermore allows the texture value of any rectangular region (e.g. pixel area) to be solved in closed form, which facilitates anti-aliasing. We develop a GPU algorithm that renders anti-aliased diffusion curve textures in real time, and demonstrate the effectiveness of this method through high quality renderings with detailed control curves and color variations. Xin Sun 0014, Guofu Xie, Yue Dong 0001, Stephen Lin 0001, Weiwei Xu 0003, Xin Tong 0001, Baining Guo |
ACM Trans. Graph. | 2 |
| 2011 | Efficient search of lightcuts by spatial clusteringabstractLightcuts is an efficient illumination method for scenes with many complex lights, by hierarchical clustering of lights in a light tree. However, when the light tree is large, it is very time-consuming to traverse in the tree to get the suitable clusters of lights for illumination computation. For this, some methods proposed to use image coherence for neighboring pixels to share clusters of lights, and so save traversal cost in the light tree. However, with the image resolutions reduced, fewer and fewer coherences could be used and so their acceleration efficiency will be reduced dramatically, and they may even decrease the rendering efficiency. Guangwei Wang, Guofu Xie |
SIGGRAPH Asia Sketches | 2 |