Demo Data from EDBT 2026 / reviewers in the wild / expert
Nianchen Deng
dblp:205/8101
· DBLP profile ↗
6ranked-venue papers
4as first author
4since 2021 · last 2026
0000-0002-5292-266XORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 6 · 4 first-author · 4 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author
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
4 papers |
Virtual and augmented reality · 42% Rendering · 32% Visual content generation and editing · 22% | |
| Artificial intelligence
1 paper |
3D vision · 100% | |
| Human-computer interaction and pervasive computing
1 paper |
Immersive interaction · 100% |
Topics — the 12 heaviest of 13, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Visual content generation and editing
3d content creation |
1.0 | 1 | 2026 | LIVE-GS: LLM Powers Interactive VR Experience with Physics-Aware Gaussian Splatting · IEEE Trans. Vis. Comput. Graph. 2026 |
Virtual and augmented reality
immersive interaction |
1.0 | 1 | 2026 | LIVE-GS: LLM Powers Interactive VR Experience with Physics-Aware Gaussian Splatting · IEEE Trans. Vis. Comput. Graph. 2026 |
Rendering › perceptual rendering
foveated rendering |
0.6 | 1 | 2022 | FoV-NeRF: Foveated Neural Radiance Fields for Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2022 |
Rendering
neural radiance fields |
0.6 | 1 | 2022 | FoV-NeRF: Foveated Neural Radiance Fields for Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2022 |
Rendering
neural rendering |
0.6 | 1 | 2022 | FoV-NeRF: Foveated Neural Radiance Fields for Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2022 |
Virtual and augmented reality › immersive rendering
VR rendering |
0.6 | 1 | 2022 | FoV-NeRF: Foveated Neural Radiance Fields for Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2022 |
Virtual and augmented reality
augmented reality |
0.3 | 1 | 2018 | A Calibration Method for On-Vehicle AR-HUD System Using Mixed Reality Glasses · VR 2018 |
Virtual and augmented reality › virtual reality
VR experience |
0.3 | 1 | 2026 | LIVE-GS: LLM Powers Interactive VR Experience with Physics-Aware Gaussian Splatting · IEEE Trans. Vis. Comput. Graph. 2026 |
Computer vision › 3D vision
human mesh recovery |
0.2 | 1 | 2014 | Real-time Human Pose and Shape Estimation for Virtual Try-On Using a Single Commodity Depth Camera · IEEE Trans. Vis. Comput. Graph. 2014 |
Computer vision › 3D vision › pose estimation › pose tracking
real-time pose tracking |
0.2 | 1 | 2014 | Real-time Human Pose and Shape Estimation for Virtual Try-On Using a Single Commodity Depth Camera · IEEE Trans. Vis. Comput. Graph. 2014 |
Computer animation and physical simulation
cloth simulation |
0.2 | 1 | 2014 | Real-time Human Pose and Shape Estimation for Virtual Try-On Using a Single Commodity Depth Camera · IEEE Trans. Vis. Comput. Graph. 2014 |
Visual content generation and editing
virtual try-on |
0.2 | 1 | 2014 | Real-time Human Pose and Shape Estimation for Virtual Try-On Using a Single Commodity Depth Camera · IEEE Trans. Vis. Comput. Graph. 2014 |
Methods — techniques the papers use, named apart from their topics
physical parameter prediction · 1.0large language model · 1.03d gaussian splatting · 1.0multi-viewpoint calibration · 0.7visual acuity modeling · 0.6stereo acuity modeling · 0.6gaze-contingent rendering · 0.6template-based tracking · 0.4shape adaptation · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | LIVE-GS: LLM Powers Interactive VR Experience with Physics-Aware Gaussian SplattingabstractAs 3D Gaussian Splatting (3DGS) emerges as a leading approach for novel view synthesis and scene reconstruction, its potential in digital asset creation has gained significant attention. An increasing number of asset libraries based on GS are being established. However, generating physics-based dynamic assets remains a time-consuming and expertise-intensive task, especially for non-experts. In this paper, we propose LIVE-GS, a highly realistic Virtual Reality (VR) system powered by Large Language Models (LLMs), which enables rapid creation of dynamic Gaussian assets and real-time VR interactions. To inform our system design, we conducted interviews to examine challenges faced by current GS-based VR systems and the specific demands of users. Based on these insights, we employed GPT-4o to analyze key physical properties of objects that significantly impact user interactions, ensuring physics-based interactions in VR align with real-world phenomena. A key innovation of LIVE-GS is its ability to predict reasonable parameters in just 10 seconds from static Gaussian assets while maintaining high-quality VR interactions. To validate our approach, we invited participants experienced in physical simulation to manually adjust physical parameters, providing a baseline for comparison in both asset quality and authoring efficiency. We also conducted a comprehensive user study to evaluate system usability and user satisfaction. Experimental results demonstrate that LIVE-GS, leveraging LLMs' scene understanding capabilities, can achieve efficient physical scene creation and natural interactions without requiring manual design or annotation. Haotian Mao, Hangyu Zhou, Zhuoxiong Xu, Siyue Wei, Yule Quan, Yan Zhang 0101, Zixuan Guo 0003, Nianchen Deng, Xubo Yang |
IEEE Trans. Vis. Comput. Graph. | 8 |
| 2022 | FoV-NeRF: Foveated Neural Radiance Fields for Virtual RealityabstractVirtual Reality (VR) is becoming ubiquitous with the rise of consumer displays and commercial VR platforms. Such displays require low latency and high quality rendering of synthetic imagery with reduced compute overheads. Recent advances in neural rendering showed promise of unlocking new possibilities in 3D computer graphics via image-based representations of virtual or physical environments. Specifically, the neural radiance fields (NeRF) demonstrated that photo-realistic quality and continuous view changes of 3D scenes can be achieved without loss of view-dependent effects. While NeRF can significantly benefit rendering for VR applications, it faces unique challenges posed by high field-of-view, high resolution, and stereoscopic/egocentric viewing, typically causing low quality and high latency of the rendered images. In VR, this not only harms the interaction experience but may also cause sickness. To tackle these problems toward six-degrees-of-freedom, egocentric, and stereo NeRF in VR, we present the first gaze-contingent 3D neural representation and view synthesis method. We incorporate the human psychophysics of visual- and stereo-acuity into an egocentric neural representation of 3D scenery. We then jointly optimize the latency/performance and visual quality while mutually bridging human perception and neural scene synthesis to achieve perceptually high-quality immersive interaction. We conducted both objective analysis and subjective studies to evaluate the effectiveness of our approach. We find that our method significantly reduces latency (up to 99% time reduction compared with NeRF) without loss of high-fidelity rendering (perceptually identical to full-resolution ground truth). The presented approach may serve as the first step toward future VR/AR systems that capture, teleport, and visualize remote environments in real-time. Nianchen Deng, Zhenyi He, Jiannan Ye, Budmonde Duinkharjav, Praneeth Chakravarthula, Xubo Yang, Qi Sun 0003 |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2021 | Render-based factorization for additive light field displayabstractAbstract Augmented Reality (AR) and Virtual Reality (VR) applications enable viewers to experience 3D graphics immersively. However, current hardware either fails to provide multiple viewpoints like projectors or cause conflicts between vergence and accommodation like consumable headsets. Prior researchers have designed multi‐view displays to solve the problem by enabling view‐dependent images and focus cues. Nevertheless, it requires minutes to calculate one frame, which is critical for real‐time AR/VR applications. In this paper, we propose a new render‐based factorization for additive light field display and further improve the performance by optimizing the initialization of layers. We next compare our work with the state of the art and the results show that our solution has competitive results while the calculation takes less than 20 ms for each frame. Nianchen Deng, Zhenyi He, Xubo Yang |
Comput. Animat. Virtual Worlds | 1 |
| 2021 | Towards Stereoscopic On-vehicle AR-HUD
Nianchen Deng, Jiannan Ye, Xubo Yang |
Vis. Comput. | 1 |
| 2018 | A Calibration Method for On-Vehicle AR-HUD System Using Mixed Reality GlassesabstractCalibration is a key step for on-vehicle AR-HUD systems to ensure the augmented information to be correctly viewed by the driver. State-of-art calibration methods require setting up of spatial tracking devices or attaching markers on vehicles, which is time-consuming and error-prone. In this paper, we present a novel multi-viewpoints calibration method for AR-HUD using only a mixed reality glasses such as HoloLens. The full calibration process can be done in one minute and provides high precise calibration result, while no markers need to be attached on vehicle. Nianchen Deng, Yanqing Zhou, Jiannan Ye, Xubo Yang |
VR | 1 |
| 2014 | Real-time Human Pose and Shape Estimation for Virtual Try-On Using a Single Commodity Depth CameraabstractWe present a system that allows the user to virtually try on new clothes. It uses a single commodity depth camera to capture the user in 3D. Both the pose and the shape of the user are estimated with a novel real-time template-based approach that performs tracking and shape adaptation jointly. The result is then used to drive realistic cloth simulation, in which the synthesized clothes are overlayed on the input image. The main challenge is to handle missing data and pose ambiguities due to the monocular setup, which captures less than 50 percent of the full body. Our solution is to incorporate automatic shape adaptation and novel constraints in pose tracking. The effectiveness of our system is demonstrated with a number of examples. Mao Ye 0005, Huamin Wang 0001, Nianchen Deng, Xubo Yang, Ruigang Yang |
IEEE Trans. Vis. Comput. Graph. | 3 |