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Wenxuan Liu 0006

dblp:197/5243-6 · DBLP profile ↗
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2ranked-venue papers
1as first author
2since 2021 · last 2025
0009-0006-4038-9083ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Systems, architecture and hardware · 1 · 1 since 2021Software engineering, systems software and programming languages · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 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 · 75% Virtual and augmented reality · 25%
Artificial intelligence
2 papers
Efficient and distributed learning · 50% Learning paradigms · 25% Face, body and person analysis · 25%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Hardware accelerators and domain-specific architectures · 100%

Topics — the 7 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › perceptual rendering
foveated rendering
1.722025
FovealNet: Advancing AI-Driven Gaze Tracking Solutions for Efficient Foveated Rendering in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2025
Process Only Where You Look: Hardware and Algorithm Co-optimization for Efficient Gaze-Tracked Foveated Rendering in Virtual Reality · ISCA 2025
Virtual and augmented reality
eye tracking
0.912025
FovealNet: Advancing AI-Driven Gaze Tracking Solutions for Efficient Foveated Rendering in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2025
Rendering › perceptual rendering
gaze-contingent rendering
0.912025
FovealNet: Advancing AI-Driven Gaze Tracking Solutions for Efficient Foveated Rendering in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2025
Computer vision › Face, body and person analysis
gaze tracking
0.312025
Process Only Where You Look: Hardware and Algorithm Co-optimization for Efficient Gaze-Tracked Foveated Rendering in Virtual Reality · ISCA 2025
Machine learning › Efficient and distributed learning
model compression
0.312025
FovealNet: Advancing AI-Driven Gaze Tracking Solutions for Efficient Foveated Rendering in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2025
Machine learning › Learning paradigms
multi-task learning
0.312025
Process Only Where You Look: Hardware and Algorithm Co-optimization for Efficient Gaze-Tracked Foveated Rendering in Virtual Reality · ISCA 2025
Machine learning › Efficient and distributed learning › model compression
token pruning
0.312025
FovealNet: Advancing AI-Driven Gaze Tracking Solutions for Efficient Foveated Rendering in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2025

Methods — techniques the papers use, named apart from their topics

hardware-software co-design · 2.6deep learning · 2.6token pruning · 1.7multi-resolution training · 1.7event-based cropping · 1.7
YearPublicationVenuePosition
2025 Process Only Where You Look: Hardware and Algorithm Co-optimization for Efficient Gaze-Tracked Foveated Rendering in Virtual Reality
abstract
Virtual reality (VR) plays a crucial role in advancing immersive, interactive experiences that transform learning, work, and entertainment by enhancing user engagement and expanding possibilities across various fields.Image rendering is one of the most crucial application in VR, as it produces high-quality, realistic visuals that are vital for maintaining immersive user experiences and preventing visual discomfort or motion sickness.However, the cost of image rendering in VR environment is considerable, primarily due to the demands of high-quality visual experiences from users.This challenge is even greater in real-time applications, where maintaining low latency further increases the complexity of the rendering process.On the other hand, VR devices, such as head-mounted displays (HMDs), are intrinsically linked to human behavior, using insights from perception and cognition to enhance user experience.In this work, we aim to reduce the high computational costs of the rendering process in VR by leveraging natural human eye dynamics and focusing on processing only where you look (POLO).This involves co-optimizing AI algorithms with underlying hardware for greater efficiency.We introduce POLONet, an efficient multitask deep learning framework designed to track human eye movements with minimal latency.Integrated with the POLO accelerator as a plug-in for VR HMD SoCs, this approach significantly lowers image rendering costs, achieving up to a 3.9× reduction in end-to-end latency compared to the latest gaze tracking methods.
Wenxuan Liu 0006, Kenneth Chen, Qi Sun 0003, Sai Qian Zhang
ISCA2
2025 FovealNet: Advancing AI-Driven Gaze Tracking Solutions for Efficient Foveated Rendering in Virtual Reality
abstract
Leveraging real-time eye tracking, foveated rendering optimizes hardware efficiency and enhances visual quality virtual reality (VR). This approach leverages eye-tracking techniques to determine where the user is looking, allowing the system to render high-resolution graphics only in the foveal region-the small area of the retina where visual acuity is highest, while the peripheral view is rendered at lower resolution. However, modern deep learning-based gaze-tracking solutions often exhibit a long-tail distribution of tracking errors, which can degrade user experience and reduce the benefits of foveated rendering by causing misalignment and decreased visual quality. This paper introduces FovealNet, an advanced AI-driven gaze tracking framework designed to optimize system performance by strategically enhancing gaze tracking accuracy. To further reduce the implementation cost of the gaze tracking algorithm, FovealNet employs an event-based cropping method that eliminates over 64.8% of irrelevant pixels from the input image. Additionally, it incorporates a simple yet effective token-pruning strategy that dynamically removes tokens on the fly without compromising tracking accuracy. Finally, to support different runtime rendering configurations, we propose a system performance-aware multi-resolution training strategy, allowing the gaze tracking DNN to adapt and optimize overall system performance more effectively. Evaluation results demonstrate that FovealNet achieves at least 1.42× speed up compared to previous methods and 13% increase in perceptual quality for foveated output. The code is available at https://github.com/wl3181/FovealNet.
Wenxuan Liu 0006, Budmonde Duinkharjav, Qi Sun 0003, Sai Qian Zhang
IEEE Trans. Vis. Comput. Graph.1