EDBT 2026 Demo / reviewers in the wild / expert
Yu-Ting Wu 0001
dblp:122/4811-1
· DBLP profile ↗
11ranked-venue papers
4as first author
8since 2021 · last 2025
0000-0003-3848-594XORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 11 · 4 first-author · 8 since 2021Artificial intelligence and machine learning · 2 · 2 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Efficient Environment Map Rendering Based on DecompositionabstractAbstract This paper presents an efficient environment map sampling algorithm designed to render high‐quality, low‐noise images with only a few light samples, making it ideal for real‐time applications. We observe that bright pixels in the environment map produce high‐frequency shading effects, such as sharp shadows and shading, while the rest influence the overall tone of the scene. Building on this insight, our approach differs from existing techniques by categorizing the pixels in an environment map into emissive and non‐emissive regions and developing specialized algorithms tailored to the distinct properties of each region. By decomposing the environment lighting, we ensure that light sources are deposited on bright pixels, leading to more accurate shadows and specular highlights. Additionally, this strategy allows us to exploit the smoothness in the low‐frequency component by rendering a smaller image with more lights, thereby enhancing shading accuracy. Extensive experiments demonstrate that our method significantly reduces shadow artefacts and image noise compared to previous techniques, while also achieving lower numerical errors across a range of illumination types, particularly under limited sample conditions. Yu-Ting Wu 0001 |
Comput. Graph. Forum | 1 |
| 2025 | StylePart: image-based shape part manipulationabstractAbstract Direct part-level manipulation of man-made shapes in an image is desired given its simplicity. However, it is not intuitive given the existing manually created cuboid and cylinder controllers. To tackle this problem, we present StylePart, a framework that enables direct shape manipulation of an image by leveraging generative models of both images and 3D shapes. Our key contribution is a shape-consistent latent mapping function that connects the image generative latent space and the 3D man-made shape attribute latent space. Our method “forwardly maps” the image content to its corresponding 3D shape attributes, where the shape part can be easily manipulated. The attribute codes of the manipulated 3D shape are then “backwardly mapped” to the image latent code to obtain the final manipulated image. By using both forward and backward mapping, an user can edit the image directly without resorting to any 3D workflow. We demonstrate our approach through various manipulation tasks, including part replacement, part resizing, and shape orientation manipulation, and evaluate its effectiveness through extensive ablation studies. I-Chao Shen, Li-Wen Su, Yu-Ting Wu 0001, Bing-Yu Chen 0004 |
Vis. Comput. | 3 |
| 2024 | Improving cache placement for efficient cache-based rendering
Yu-Ting Wu 0001, I-Chao Shen |
Vis. Comput. | 1 |
| 2023 | 360MVSNet: Deep Multi-view Stereo Network with 360° Images for Indoor Scene ReconstructionabstractRecent multi-view stereo methods have achieved promising results with the advancement of deep learning techniques. Despite of the progress, due to the limited fields of view of regular images, reconstructing large indoor environments still requires collecting many images with sufficient visual overlap, which is quite labor-intensive. 360° images cover a much larger field of view than regular images and would facilitate the capture process. In this paper, we present 360MVSNet, the first deep learning network for multi-view stereo with 360° images. Our method combines uncertainty estimation with a spherical sweeping module for 360° images captured from multiple viewpoints in order to construct multi-scale cost volumes. By regressing volumes in a coarse-to-fine manner, high-resolution depth maps can be obtained. Furthermore, we have constructed EQMVS, a large-scale synthetic dataset that consists of over 50K pairs of RGB and depth maps in equirectangular projection. Experimental results demonstrate that our method can reconstruct large synthetic and real-world indoor scenes with significantly better completeness than previous traditional and learning-based methods while saving both time and effort in the data acquisition process. Ching-Ya Chiu, Yu-Ting Wu 0001, I-Chao Shen, Yung-Yu Chuang |
WACV | 2 |
| 2022 | StyleFaceUV: a 3D Face UV Map Generator for View-Consistent Face Image Synthesis
Wei-Chieh Chung, Jiankai Zhu, I-Chao Shen, Yu-Ting Wu 0001, Yung-Yu Chuang |
BMVC | 4 |
| 2022 | ScannerNet: A Deep Network for Scanner-Quality Document Images under Complex Illumination
Chih-Jou Hsu, Yu-Ting Wu 0001, Ming-Sui Lee, Yung-Yu Chuang |
BMVC | 2 |
| 2021 | ClipFlip : Multi-view Clipart DesignabstractAbstract We present an assistive system for clipart design by providing visual scaffolds from the unseen viewpoints. Inspired by the artists' creation process, our system constructs the visual scaffold by first synthesizing the reference 3D shape of the input clipart and rendering it from the desired viewpoint. The critical challenge of constructing this visual scaffold is to generate a reference 3D shape that matches the user's expectations in terms of object sizing and positioning while preserving the geometric style of the input clipart. To address this challenge, we propose a user‐assisted curve extrusion method to obtain the reference 3D shape. We render the synthesized reference 3D shape with a consistent style into the visual scaffold. By following the generated visual scaffold, the users can efficiently design clipart with their desired viewpoints. The user study conducted by an intuitive user interface and our generated visual scaffold suggests that our system is especially useful for estimating the ratio and scale between object parts and can save on average 57% of drawing time. I-Chao Shen, Kuan-Hung Liu, Li-Wen Su, Yu-Ting Wu 0001, Bing-Yu Chen 0004 |
Comput. Graph. Forum | 4 |
| 2021 | Learning to cluster for rendering with many lightsabstractWe present an unbiased online Monte Carlo method for rendering with many lights. Our method adapts both the hierarchical light clustering and the sampling distribution to our collected samples. Designing such a method requires us to make clustering decisions under noisy observation, and making sure that the sampling distribution adapts to our target. Our method is based on two key ideas: a coarse-to-fine clustering scheme that can find good clustering configurations even with noisy samples, and a discrete stochastic successive approximation method that starts from a prior distribution and provably converges to a target distribution. We compare to other state-of-the-art light sampling methods, and show better results both numerically and visually. Yu-Ting Wu 0001, Tzu-Mao Li, Yung-Yu Chuang |
ACM Trans. Graph. | 2 |
| 2015 | Dual-Matrix Sampling for Scalable Translucent Material RenderingabstractThis paper introduces a scalable algorithm for rendering translucent materials with complex lighting. We represent the light transport with a diffusion approximation by a dual-matrix representation with the Light-to-Surface and Surface-to-Camera matrices. By exploiting the structures within the matrices, the proposed method can locate surface samples with little contribution by using only subsampled matrices and avoid wasting computation on these samples. The decoupled estimation of irradiance and diffuse BSSRDFs also allows us to have a tight error bound, making the adaptive diffusion approximation more efficient and accurate. Experiments show that our method outperforms previous methods for translucent material rendering, especially in large scenes with massive translucent surfaces shaded by complex illumination. Yu-Ting Wu 0001, Tzu-Mao Li, Yu-Hsun Lin, Yung-Yu Chuang |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2013 | VisibilityCluster: Average Directional Visibility for Many-Light RenderingabstractThis paper proposes the VisibilityCluster algorithm for efficient visibility approximation and representation in many-light rendering. By carefully clustering lights and shading points, we can construct a visibility matrix that exhibits good local structures due to visibility coherence of nearby lights and shading points. Average visibility can be efficiently estimated by exploiting the sparse structure of the matrix and shooting only few shadow rays between clusters. Moreover, we can use the estimated average visibility as a quality measure for visibility estimation, enabling us to locally refine VisibilityClusters with large visibility variance for improving accuracy. We demonstrate that, with the proposed method, visibility can be incorporated into importance sampling at a reasonable cost for the many-light problem, significantly reducing variance in Monte Carlo rendering. In addition, the proposed method can be used to increase realism of local shading by adding directional occlusion effects. Experiments show that the proposed technique outperforms state-of-the-art importance sampling algorithms, and successfully enhances the preview quality for lighting design. Yu-Ting Wu 0001, Yung-Yu Chuang |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2012 | SURE-based optimization for adaptive sampling and reconstructionabstractWe apply Stein's Unbiased Risk Estimator (SURE) to adaptive sampling and reconstruction to reduce noise in Monte Carlo rendering. SURE is a general unbiased estimator for mean squared error (MSE) in statistics. With SURE, we are able to estimate error for an arbitrary reconstruction kernel, enabling us to use more effective kernels rather than being restricted to the symmetric ones used in previous work. It also allows us to allocate more samples to areas with higher estimated MSE. Adaptive sampling and reconstruction can therefore be processed within an optimization framework. We also propose an efficient and memory-friendly approach to reduce the impact of noisy geometry features where there is depth of field or motion blur. Experiments show that our method produces images with less noise and crisper details than previous methods. Tzu-Mao Li, Yu-Ting Wu 0001, Yung-Yu Chuang |
ACM Trans. Graph. | 2 |