Demo Data from EDBT 2026 / reviewers in the wild / expert
Lu Ling
dblp:15/2779
· DBLP profile ↗
4ranked-venue papers
2as first author
4since 2021 · last 2024
0000-0002-0401-9513ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 3 · 1 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author · 3 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 first-author · 1 since 2021
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 |
Rendering · 59% Computational photography and imaging · 22% Visual content generation and editing · 19% | |
| Artificial intelligence
1 paper |
3D vision · 100% |
Topics — the 8 heaviest of 9, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › 3D vision
neural radiance field |
0.8 | 1 | 2024 | DL3DV-10K: A Large-Scale Scene Dataset for Deep Learning-based 3D Vision · CVPR 2024 |
Computer vision › 3D vision › 3d scene modeling › scene representation
neural scene representation |
0.8 | 1 | 2024 | DL3DV-10K: A Large-Scale Scene Dataset for Deep Learning-based 3D Vision · CVPR 2024 |
Computer vision › 3D vision
novel view synthesis |
0.8 | 1 | 2024 | DL3DV-10K: A Large-Scale Scene Dataset for Deep Learning-based 3D Vision · CVPR 2024 |
Rendering › photorealistic rendering
bokeh rendering |
0.8 | 1 | 2024 | Dr.Bokeh: DiffeRentiable Occlusion-Aware Bokeh Rendering · CVPR 2024 |
Computational photography and imaging › depth estimation
depth from defocus |
0.8 | 1 | 2024 | Dr.Bokeh: DiffeRentiable Occlusion-Aware Bokeh Rendering · CVPR 2024 |
Visual content generation and editing › image editing
image compositing |
0.7 | 1 | 2023 | PixHt-Lab: Pixel Height Based Light Effect Generation for Image Compositing · CVPR 2023 |
Rendering › light transport
reflection rendering |
0.7 | 1 | 2023 | PixHt-Lab: Pixel Height Based Light Effect Generation for Image Compositing · CVPR 2023 |
Rendering › shadow rendering
soft shadow rendering |
0.7 | 1 | 2023 | PixHt-Lab: Pixel Height Based Light Effect Generation for Image Compositing · CVPR 2023 |
Methods — techniques the papers use, named apart from their topics
occlusion-aware rendering · 0.8layered scene representation · 0.8differentiable rendering · 0.8deep learning · 0.8pixel height representation · 0.7neural renderer · 0.73d-aware buffer channels · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | DL3DV-10K: A Large-Scale Scene Dataset for Deep Learning-based 3D VisionabstractWe have witnessed significant progress in deep learning-based 3D vision, ranging from neural radiance field (NeRF) based 3D representation learning to applications in novel view synthesis (NVS). However, existing scene-level datasets for deep learning-based 3D vision, limited to ei-ther synthetic environments or a narrow selection of real-world scenes, are quite insufficient. This insufficiency not only hinders a comprehensive benchmark of existing methods but also caps what could be explored in deep learning-based 3D analysis. To address this critical gap, we present DL3DV-10K, a large-scale scene dataset, featuring 51.2 million frames from 10,510 videos captured from 65 types of point- of-interest (POI) locations, covering both bounded and unbounded scenes, with different levels of reflection, transparency, and lighting. We conducted a comprehensive benchmark of recent NVS methods on DL3DV-10K, which revealed valuable insights for future research in NVS. In addition, we have obtained encouraging results in a pilot study to learn generalizable NeRF from DL3DV-10K, which manifests the necessity of a large-scale scene-level dataset to forge a path toward a foundation model for learning 3D representation. Our DL3DV-10K dataset, benchmark results, and models will be publicly accessible. Lu Ling, Yichen Sheng, Zhi Tu, Wentian Zhao, Cheng Xin, Kun Wan 0001, Lantao Yu, Zixun Yu, Yawen Lu, Xuanmao Li, Xingpeng Sun, Rohan Ashok, Aniruddha Mukherjee, Hao Kang, Xiangrui Kong, Gang Hua 0001, Tianyi Zhang 0001, Bedrich Benes, Aniket Bera |
CVPR | 1 |
| 2024 | Dr.Bokeh: DiffeRentiable Occlusion-Aware Bokeh RenderingabstractBokeh is widely used in photography to draw attention to the subject while effectively isolating distractions in the background. Computational methods can simulate bokeh effects without relying on a physical camera lens, but the inaccurate lens modeling in existing filtering-based meth-ods leads to artifacts that need post-processing or learning-based methods to fix. We propose Dr.Bokeh, a novel ren-dering method that addresses the issue by directly correcting the defect that violates physics in the current filtering-based bokeh rendering equation. Dr.Bokeh first preprocesses the input RGBD to obtain a layered scene representation. Dr.Bokeh then takes the layered representation and user-defined lens parameters to render photo-realistic lens blur based on the novel occlusion-aware bokeh rendering method. Experiments show that the non-learning based renderer Dr.Bokeh outperforms state-of-the-art bokeh ren-dering algorithms in terms of photo-realism. In addition, extensive quantitative and qualitative evaluations show that the more accurate lens model pushes the limit of depth-from-defocus. Yichen Sheng, Zixun Yu, Lu Ling, Zhiwen Cao, Xuaner Cecilia Zhang, Xin Lu 0006, Ke Xian, Haiting Lin, Bedrich Benes |
CVPR | 3 |
| 2024 | Cooperating Graph Neural Networks With Deep Reinforcement Learning for Vaccine PrioritizationabstractThis study explores the vaccine prioritization strategy to reduce the overall burden of the pandemic when the supply is limited. Existing vaccine distribution methods focus on macro-level or simplified micro-level assuming homogeneous behavior within populations without considering mobility patterns. Directly applying these models for micro-level vaccine allocation leads to sub-optimal solutions. To address the issue, we first proposed a Trans-vaccine-SEIR model to incorporate mobility heterogeneity in disease propagation. Then we develop a novel deep reinforcement learning to seek the optimal vaccine allocation strategy for the disease evolution system. The graph neural network is used to effectively capture the structural properties of the mobility network and extract disease features. In our evaluation, the proposed framework reduces 7%-10% of infections and deaths compared to the baseline strategies. Extensive evaluation shows that the proposed framework is robust to seek the optimal vaccine allocation with diverse mobility patterns. In particular, we find transit usage restriction is significantly more effective than restricting cross-zone mobility for the top 10% age-based and income-based zones under optimal vaccine allocation strategy. These results provide valuable insights for areas with limited vaccines and low logistic efficacy. Lu Ling, Washim Uddin Mondal, Satish V. Ukkusuri |
IEEE J. Biomed. Health Informatics | 1 |
| 2023 | PixHt-Lab: Pixel Height Based Light Effect Generation for Image CompositingabstractLighting effects such as shadows or reflections are key in making synthetic images realistic and visually appealing. To generate such effects, traditional computer graphics uses a physically-based renderer along with 3D geometry. To compensate for the lack of geometry in 2D Image compositing, recent deep learning-based approaches introduced a pixel height representation to generate soft shadows and reflections. However, the lack of geometry limits the quality of the generated soft shadows and constrains reflections to pure specular ones. We introduce PixHt-Lab, a system leveraging an explicit mapping from pixel height representation to 3D space. Using this mapping, PixHt- Lab reconstructs both the cutout and background geometry and renders realistic, diverse lighting effects for image compositing. Given a surface with physically-based materials, we can render reflections with varying glossiness. To generate more realistic soft shadows, we further propose using 3D-aware buffer channels to guide a neural renderer. Both quantitative and qualitative evaluations demonstrate that PixHt-Lab significantly improves soft shadow generation. Project: https://shengcn.github.io/PixHtLab/ Yichen Sheng, Jianming Zhang 0001, Julien Philip, Yannick Hold-Geoffroy, Xin Sun 0014, He Zhang 0004, Lu Ling, Bedrich Benes |
CVPR | 7 |