Demo Data from EDBT 2026 / reviewers in the wild / expert
JiaXian Yao
dblp:148/8686
· DBLP profile ↗
3ranked-venue papers
1as first author
0since 2021 · last 2017
—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-authorHuman-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
2 papers |
Computational fabrication · 66% Rendering · 28% Computational photography and imaging · 6% |
Topics — the 4 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computational fabrication
furniture design |
0.3 | 1 | 2017 | Interactive Design and Stability Analysis of Decorative Joinery for Furniture · ACM Trans. Graph. 2017 |
Computational fabrication
stability analysis |
0.3 | 1 | 2017 | Interactive Design and Stability Analysis of Decorative Joinery for Furniture · ACM Trans. Graph. 2017 |
Computational photography and imaging › depth of field
defocus blur |
0.1 | 1 | 2014 | Factored axis-aligned filtering for rendering multiple distribution effects · ACM Trans. Graph. 2014 |
Rendering › shadow rendering
soft shadows |
0.1 | 1 | 2014 | Factored axis-aligned filtering for rendering multiple distribution effects · ACM Trans. Graph. 2014 |
Methods — techniques the papers use, named apart from their topics
variational static analysis · 0.3equilibrium method · 0.3multi-dimensional frequency analysis · 0.2adaptive sampling · 0.2GPU implementation · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2017 | Interactive Design and Stability Analysis of Decorative Joinery for FurnitureabstractHigh-quality hand-made furniture often employs intrinsic joints that geometrically interlock along mating surfaces. Such joints increase the structural integrity of the furniture and add to its visual appeal. We present an interactive tool for designing such intrinsic joints. Users draw the visual appearance of the joints on the surface of an input furniture model as groups of two-dimensional (2D) regions that must belong to the same part. Our tool automatically partitions the furniture model into a set of solid 3D parts that conform to the user-specified 2D regions and assemble into the furniture. If the input does not merit assemblable solid 3D parts, then our tool reports the failure and suggests options for redesigning the 2D surface regions so that they are assemblable. Similarly, if any parts in the resulting assembly are unstable, then our tool suggests where additional 2D regions should be drawn to better interlock the parts and improve stability. To perform this stability analysis, we introduce a novel variational static analysis method that addresses shortcomings of the equilibrium method for our task. Specifically, our method correctly detects sliding instabilities and reports the locations and directions of sliding and hinging failures. We show that our tool can be used to generate over 100 joints inspired by traditional woodworking and Japanese joinery. We also design and fabricate nine complete furniture assemblies that are stable and connected using only the intrinsic joints produced by our tool. JiaXian Yao, Danny M. Kaufman, Yotam I. Gingold, Maneesh Agrawala |
ACM Trans. Graph. | 1 |
| 2016 | Snake Charmer: Physically Enabling Virtual ObjectsabstractAugmented and virtual reality have the potential of being indistinguishable from the real world. Holographic displays, including head mounted units, support this vision by creating rich stereoscopic scenes, with objects that appear to float in thin air - often within arm's reach. However, one has but to reach out and grasp nothing but air to destroy the suspension of disbelief. Snake-charmer is an attempt to provide physical form to virtual objects by revisiting the concept of Robotic Graphics or Encountered-type Haptic interfaces with current commodity hardware. By means of a robotic arm, Snake-charmer brings physicality to a virtual scene and explores what it means to truly interact with an object. We go beyond texture and position simulation and explore what it means to have a physical presence inside a virtual scene. We demonstrate how to render surface characteristics beyond texture and position, including temperature; how to physically move objects; and how objects can physically interact with the user's hand. We analyze our implementation, present the performance characteristics, and provide guidance for the construction of future physical renderers. Bruno Rodrigues De Araújo, Ricardo Jota, Varun Perumal, JiaXian Yao, Karan Singh 0004, Daniel J. Wigdor |
TEI | 4 |
| 2014 | Factored axis-aligned filtering for rendering multiple distribution effectsabstractMonte Carlo (MC) ray-tracing for photo-realistic rendering often requires hours to render a single image due to the large sampling rates needed for convergence. Previous methods have attempted to filter sparsely sampled MC renders but these methods have high reconstruction overheads. Recent work has shown fast performance for individual effects, like soft shadows and indirect illumination, using axis-aligned filtering. While some components of light transport such as indirect or area illumination are smooth, they are often multiplied by high-frequency components such as texture, which prevents their sparse sampling and reconstruction. We propose an approach to adaptively sample and filter for simultaneously rendering primary (defocus blur) and secondary (soft shadows and indirect illumination) distribution effects, based on a multi-dimensional frequency analysis of the direct and indirect illumination light fields. We describe a novel approach of factoring texture and irradiance in the presence of defocus blur, which allows for pre-filtering noisy irradiance when the texture is not noisy. Our approach naturally allows for different sampling rates for primary and secondary effects, further reducing the overall ray count. While the theory considers only Lambertian surfaces, we obtain promising results for moderately glossy surfaces. We demonstrate 30x sampling rate reduction compared to equal quality noise-free MC. Combined with a GPU implementation and low filtering over-head, we can render scenes with complex geometry and diffuse and glossy BRDFs in a few seconds. Soham Uday Mehta, JiaXian Yao, Ravi Ramamoorthi, Frédo Durand |
ACM Trans. Graph. | 2 |