Demo Data from EDBT 2026 / reviewers in the wild / expert
Qizhi Yu
dblp:17/1428
· DBLP profile ↗
8ranked-venue papers
4as first author
3since 2021 · last 2024
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 5 · 4 first-author · 1 since 2021Artificial intelligence and machine learning · 3 · 3 since 2021Applied, interdisciplinary, general and emerging 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.
| Artificial intelligence
2 papers |
3D vision · 40% Robot navigation and mapping · 34% Reinforcement learning · 26% | |
| Computer graphics and multimedia
2 papers |
Multimedia analysis and retrieval · 56% Geometric modeling and processing · 17% Computer animation and physical simulation · 9% |
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
point cloud segmentation |
0.8 | 1 | 2024 | Symbol as Points: Panoptic Symbol Spotting via Point-based Representation · ICLR 2024 |
Machine learning › Reinforcement learning › exploration › autonomous exploration › mobile robot exploration
graph-based exploration |
0.5 | 1 | 2021 | SOON: Scenario Oriented Object Navigation With Graph-Based Exploration · CVPR 2021 |
Robotics › Robot navigation and mapping
object goal navigation |
0.5 | 1 | 2021 | SOON: Scenario Oriented Object Navigation With Graph-Based Exploration · CVPR 2021 |
Geometric modeling and processing › computer-aided design › CAD model processing
CAD drawing analysis |
0.2 | 1 | 2024 | Symbol as Points: Panoptic Symbol Spotting via Point-based Representation · ICLR 2024 |
Robotics › Robot navigation and mapping › visual navigation
language-guided navigation |
0.1 | 1 | 2021 | SOON: Scenario Oriented Object Navigation With Graph-Based Exploration · CVPR 2021 |
Computer animation and physical simulation
fluid simulation |
0.1 | 1 | 2011 | Lagrangian Texture Advection: Preserving both Spectrum and Velocity Field · IEEE Trans. Vis. Comput. Graph. 2011 |
Visualization and visual analytics › flow visualization
texture advection |
0.1 | 1 | 2011 | Lagrangian Texture Advection: Preserving both Spectrum and Velocity Field · IEEE Trans. Vis. Comput. Graph. 2011 |
Visual content generation and editing
texture synthesis |
0.1 | 1 | 2011 | Lagrangian Texture Advection: Preserving both Spectrum and Velocity Field · IEEE Trans. Vis. Comput. Graph. 2011 |
Methods — techniques the papers use, named apart from their topics
point transformer · 1.5mask2former · 1.5contrastive learning · 1.5KNN interpolation · 1.5graph neural network · 0.5lagrangian advection · 0.1fourier spectrum preservation · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Symbol as Points: Panoptic Symbol Spotting via Point-based RepresentationabstractThis work studies the problem of panoptic symbol spotting, which is to spot and parse both countable object instances (windows, doors, tables, etc.) and uncountable stuff (wall, railing, etc.) from computer-aided design (CAD) drawings. Existing methods typically involve either rasterizing the vector graphics into images and using image-based methods for symbol spotting, or directly building graphs and using graph neural networks for symbol recognition. In this paper, we take a different approach, which treats graphic primitives as a set of 2D points that are locally connected and use point cloud segmentation methods to tackle it. Specifically, we utilize a point transformer to extract the primitive features and append a mask2former-like spotting head to predict the final output. To better use the local connection information of primitives and enhance their discriminability, we further propose the attention with connection module (ACM) and contrastive connection learning scheme (CCL). Finally, we propose a KNN interpolation mechanism for the mask attention module of the spotting head to better handle primitive mask downsampling, which is primitive-level in contrast to pixel-level for the image. Our approach, named SymPoint, is simple yet effective, outperforming recent state-of-the-art method GAT-CADNet by an absolute increase of 9.6% PQ and 10.4% RQ on the FloorPlanCAD dataset. The source code and models will be available at \url{https://github.com/nicehuster/SymPoint}. Qizhi Yu |
ICLR | 4 |
| 2022 | Depth-aware gaze-following via auxiliary networks for roboticsabstractGaze-Following aims to predict the gaze target of a subject within an image, and information on orientation and depth greatly improves this task. However, previous methods require additional datasets to obtain depth or orientation information, leading to cumbersome training or inference processes. To this end, we propose an end-to-end depth-aware gaze-following approach that incorporates depth and orientation information without additional datasets. Our approach identifies a primary task, gaze-following, supervised by true labels from the gaze-following dataset and two auxiliary tasks, scene depth estimation and 3D orientation estimation, supervised by generated pseudo labels. Intermediate auxiliary features are integrated into the primary task network as implicit information. We propose a residual filter module for screening useful information that can enhance gaze-following prediction performance. Extensive experiments on GazeFollow and VideoAttentionTarget show that our approach achieves state-of-the-art results (0.120 Ave. Dist. achieved on GazeFollow and 0.104 L2 Dist. achieved on VideoAttentionTarget). Finally, we apply our approach to a real robot for understanding human attention and intention. Compared to the previous depth considered gaze-following method, our method saves half of the computation time. Tianlei Jin, Qizhi Yu, Shiqiang Zhu, Zheyuan Lin, Yuanhai Zhou, Wei Song 0008 |
Eng. Appl. Artif. Intell. | 2 |
| 2021 | SOON: Scenario Oriented Object Navigation With Graph-Based ExplorationabstractThe ability to navigate like a human towards a language-guided target from anywhere in a 3D embodied environment is one of the ‘holy grail’ goals of intelligent robots. Most visual navigation benchmarks, however, focus on navigating toward a target from a fixed starting point, guided by an elaborate set of instructions that depicts step-by-step. This approach deviates from real-world problems in which human-only describes what the object and its surrounding look like and asks the robot to start navigation from any-where. Accordingly, in this paper, we introduce a Scenario Oriented Object Navigation (SOON) task. In this task, an agent is required to navigate from an arbitrary position in a 3D embodied environment to localize a target following a scene description. To give a promising direction to solve this task, we propose a novel graph-based exploration (GBE) method, which models the navigation state as a graph and introduces a novel graph-based exploration approach to learn knowledge from the graph and stabilize training by learning sub-optimal trajectories. We also propose a new large-scale benchmark named From Anywhere to Object (FAO) dataset. To avoid target ambiguity, the descriptions in FAO provide rich semantic scene information includes: object attribute, object relationship, region description, and nearby region description. Our experiments reveal that the proposed GBE outperforms various state-of-the-arts on both FAO and R2R datasets. And the ablation studies on FAO validates the quality of the dataset. Fengda Zhu, Xiwen Liang, Yi Zhu 0004, Qizhi Yu, Xiaojun Chang, Xiaodan Liang |
CVPR | 4 |
| 2011 | Feature-based vector simulation of water wavesabstractAbstract We present a method for simulating local water waves caused by obstacles in water streams for real‐time graphics applications. Given a low‐resolution water surface and velocity field, our method is able to decorate the input water surface with high resolution detail for the animated waves around obstacles. We construct and animate a vector representation of the waves. It is then converted to feature‐aligned meshes for capturing the surfaces of the waves. Results demonstrate that our method has the benefits of real‐time performance and easy controllability. The method also fits well into a state‐of‐the‐art river animation system. Copyright © 2011 John Wiley & Sons, Ltd. Qizhi Yu, Fabrice Neyret, Anthony Steed |
Comput. Animat. Virtual Worlds | 1 |
| 2011 | Lagrangian Texture Advection: Preserving both Spectrum and Velocity FieldabstractTexturing an animated fluid is a useful way to augment the visual complexity of pictures without increasing the simulation time. But texturing flowing fluids is a complex issue, as it creates conflicting requirements: we want to keep the key texture properties (features, spectrum) while advecting the texture with the underlying flow-which distorts it. In this paper, we present a new, Lagrangian, method for advecting textures: the advected texture is computed only locally and follows the velocity field at each pixel. The texture retains its local properties, including its Fourier spectrum, even though it is accurately advected. Due to its Lagrangian nature, our algorithm can perform on very large, potentially infinite scenes in real time. Our experiments show that it is well suited for a wide range of input textures, including, but not limited to, noise textures. Qizhi Yu, Fabrice Neyret, Eric Bruneton, Nicolas Holzschuch |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2009 | Scalable real-time animation of riversabstractAbstract Many recent games and applications target the interactive exploration of realistic large scale worlds. These worlds consist mostly of static terrain models, as the simulation of animated fluids in these virtual worlds is computationally expensive. Adding flowing fluids, such as rivers, to these virtual worlds would greatly enhance their realism, but causes specific issues: as the user is usually observing the world at close range, small scale details such as waves and ripples are important. However, the large scale of the world makes classical methods impractical for simulating these effects. In this paper, we present an algorithm for the interactive simulation of realistic flowing fluids in large virtual worlds. Our method relies on two key contributions: the local computation of the velocity field of a steady flow given boundary conditions, and the advection of small scale details on a fluid, following the velocity field, and uniformly sampled in screen space. Qizhi Yu, Fabrice Neyret, Eric Bruneton, Nicolas Holzschuch |
Comput. Graph. Forum | 1 |
| 2004 | Remote Visualization Based on Grid Computing
Bailin Yang, Qizhi Yu, Hai Lin 0003 |
ICCSA (2) | 4 |
| 2004 | A GIS-based forest visual simulation systemabstractThis paper reports on a visual simulation system that supports GIS-based realistic modeling and real-time rendering of forest scenes. Geometric models of trees are automatically generated according to inventory database and pre-designed template models. A combined image and geometry representation method for 3D tree model is given with a specific level of detail algorithm for ensuring real-time frame rates. We have tested and evaluated the system in applications of walkthrough simulation and forest fire visualization. Qizhi Yu, Chongcheng Chen |
ICIG | 1 |