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Guangzhi Han

dblp:198/2282 · DBLP profile ↗
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2ranked-venue papers
0as first author
2since 2021 · last 2025
0009-0007-9690-0204ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021Human-computer interaction and ubiquitous computing · 1 · 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
1 paper
Rendering · 100%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
global illumination
0.912025
NeLiF: Neural Lighting Function Generation for Real-Time Indoor Rendering · SIGGRAPH Asia 2025
Rendering
neural rendering
0.912025
NeLiF: Neural Lighting Function Generation for Real-Time Indoor Rendering · SIGGRAPH Asia 2025
Rendering
real-time rendering
0.912025
NeLiF: Neural Lighting Function Generation for Real-Time Indoor Rendering · SIGGRAPH Asia 2025
Rendering
physically based rendering
0.312025
NeLiF: Neural Lighting Function Generation for Real-Time Indoor Rendering · SIGGRAPH Asia 2025

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

neural radiance field · 0.9inverse HDR splatting · 0.9generative model · 0.93d gaussian splatting · 0.9
YearPublicationVenuePosition
2025 NeLiF: Neural Lighting Function Generation for Real-Time Indoor Rendering
abstract
Recent advances in neural rendering have mainly focused on modeling radiance fields with neural representations, often overlooking the underlying mechanisms for producing various lighting effects, and consequently leading to the limited adaptability to dynamic scenes. Lighting effects, such as highlights, shadows, and indirect illuminations, are typically computed using physically-based rendering methods like path tracing, which can be computationally intensive for complex indoor luminaires. Although several recent studies have aimed to model global illumination effects with neural representations, they commonly suffer from long training times or poor generalizability to new scenes. Addressing these challenges, this work presents a novel neural lighting function generation model capable of synthesizing diverse lighting effects in real time for unseen dynamic scenes and complex indoor luminaires, achieving results comparable to state-of-the-art rendering pipelines. Our model operates in two stages. First, multi-view observation images of the luminaire are captured to encode a compact, scene-independent 3D neural lighting field. Subsequently, light information is sampled from this neural lighting field and integrated with G-buffers and shadow clues to produce the shading results. In parallel, we employ a state-of-the-art generative model together with our training-free Inverse HDR Splatting module to generate HDR 3D Gaussians representing the luminaire. This strategy capitalizes on the powerful generalization capabilities of advanced generative models, enabling efficient and accurate appearance reconstruction for a diverse range of complex luminaires. In our experiments, the model trained on a dataset of 10,000 modern indoor scenes and thousands of illuminations demonstrates strong generalizability, high efficiency, and visually convincing results across a wide range of test scenes, highlighting its potential as a practical and flexible solution for high-fidelity, real-time neural indoor rendering.
Hongtao Sheng, Yuchi Huo, Chuankun Zheng, Guangzhi Han, Yifan Peng 0001, Bin Zang, Hao Zhu 0004, Rui Tang 0015, Rui Wang 0004, Hujun Bao
SIGGRAPH Asia4
2025 DualPhys-GS: Dual physically-guided 3D Gaussian splatting for underwater scene reconstruction
Guangzhi Han, Jin Wan, Yuan Gao 0033, Delong Han
Comput. Graph.2