EDBT 2026 Demo / reviewers in the wild / expert
Bin Chen 0019
dblp:22/5523-19
· DBLP profile ↗
14ranked-venue papers
4as first author
12since 2021 · last 2026
0000-0003-3022-1931ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 13 · 4 first-author · 12 since 2021Artificial intelligence and machine learning · 3 · 2 since 2021Human-computer interaction and ubiquitous computing · 3 · 2 first-author · 3 since 2021Systems, architecture and hardware · 1Computer networks · 1 · 1 first-author
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | A Real-time, Multiscale and Procedural Feather Appearance ModelabstractWe propose a complete pipeline for modeling and rendering realistic bird feathers from a single photograph, achieving both high visual fidelity and practical efficiency. Given a single input image of a feather, our approach extracts the feather's shaft curve, outline, and albedo, then reconstructs a compact hierarchical representation in a planar/curve (UV) domain. This representation encodes fine barb and barbule details procedurally, enabling continuous multiscale rendering with correct self-shadowing and masking. We analyze the appearance phenomena of different feathers and propose a new feather scattering model for non-iridescent feathers (e.g., parrot feathers), while introducing an additional sheen lobe to capture the distinctive fluffy rim-lighting effect. Our pipeline produces consistent, realistic results under arbitrary lighting and viewing conditions, and achieves real-time performance with a minimal memory footprint (0.02% of explicit-fiber geometry models), making it a practical solution for digital feather rendering without compromising realism. Bin Chen 0019, Zahra Montazeri, Lingqi Yan 0001, Lu Wang 0007, Junqiu Zhu |
ACM Trans. Graph. | 2 |
| 2025 | Parameter-Free Neural Lens Blur Rendering for High-Fidelity CompositesabstractConsistent and natural camera lens blur is important for seamlessly blending 3D virtual objects into photographed real-scenes. Since lens blur typically varies with scene depth, the placement of virtual objects and their corresponding blur levels significantly affect the visual fidelity of mixed reality compositions. Existing pipelines often rely on camera parameters (e.g., focal length, focus distance, aperture size) and scene depth to compute the circle of confusion (CoC) for realistic lens blur rendering. However, such information is often unavailable to ordinary users, limiting the accessibility and generalizability of these methods. In this work, we propose a novel compositing approach that directly estimates the CoC map from RGB images, bypassing the need for scene depth or camera metadata. The CoC values for virtual objects are inferred through a linear relationship between its signed CoC map and depth, and realistic lens blur is rendered using a neural reblurring network. Our method provides flexible and practical solution for real-world applications. Experimental results demonstrate that our method achieves high-fidelity compositing with realistic defocus effects, outperforming state-of-the-art techniques in both qualitative and quantitative evaluations. Lingyan Ruan, Bin Chen 0019, Taehyun Rhee |
ISMAR | 2 |
| 2025 | Detail-Preserving Real-Time Hair Strand Linking and FilteringabstractAbstract Realistic hair rendering remains a significant challenge in computer graphics due to the intricate microstructure of hair fibers and their anisotropic scattering properties, which make them highly sensitive to noise. Although recent advancements in image‐space and 3D‐space denoising and antialiasing techniques have facilitated real‐time rendering in simple scenes, existing methods still struggle with excessive blurring and artifacts, particularly in fine hair details such as flyaway strands. These issues arise because current techniques often fail to preserve sub‐pixel continuity and lack directional sensitivity in the filtering process. To address these limitations, we introduce a novel real‐time hair filtering technique that effectively reconstructs fine fiber details while suppressing noise. Our method improves visual quality by maintaining strand‐level details and ensuring computational efficiency, making it well‐suited for real‐time applications in video games and virtual reality (VR) and augmented reality (AR) environments. Tao Huang 0026, J. Yuan, Ruike Hu, Lu Wang 0007, Yanwen Guo 0001, Bin Chen 0019, Jie Guo 0001, Junqiu Zhu |
Comput. Graph. Forum | 6 |
| 2023 | Subspace Modeling Enabled High-Sensitivity X-Ray Chemical ImagingabstractResolving morphological chemical phase transformations at the nanoscale is of vital importance to many scientific and industrial applications across various disciplines. The TXM-XANES imaging technique, by combining full-field transmission X-ray microscopy (TXM) and X-ray absorption near edge structure (XANES), has been an emerging tool that operates by acquiring a series of microscopy images with multi-energy X-rays and fitting to obtain the chemical map. Its capability, however, is limited by the poor signal-to-noise ratios due to system errors and low exposure illuminations for fast acquisition. In this work, by exploiting the intrinsic properties and subspace modeling of the TXM-XANES imaging data, we introduce a simple and robust denoising approach to improve the image quality, which enables fast and high-sensitivity chemical characterization. Extensive experiments on both synthetic and real datasets demonstrate the superior performance of the proposed method. Jizhou Li, Bin Chen 0019, Guibin Zan, Guannan Qian, Piero Pianetta, Yijin Liu |
ICASSP | 2 |
| 2023 | GlowGAN: Unsupervised Learning of HDR Images from LDR Images in the WildabstractMost in-the-wild images are stored in Low Dynamic Range (LDR) form, serving as a partial observation of the High Dynamic Range (HDR) visual world. Despite limited dynamic range, these LDR images are often captured with different exposures, implicitly containing information about the underlying HDR image distribution. Inspired by this intuition, in this work we present, to the best of our knowledge, the first method for learning a generative model of HDR images from in-the-wild LDR image collections in a fully unsupervised manner. The key idea is to train a generative adversarial network (GAN) to generate HDR images which, when projected to LDR under various exposures, are indistinguishable from real LDR images. The projection from HDR to LDR is achieved via a camera model that captures the stochasticity in exposure and camera response function. Experiments show that our method GlowGAN can synthesize photorealistic HDR images in many challenging cases such as landscapes, lightning, or windows, where previous supervised generative models produce overexposed images. With the assistance of GlowGAN, we showcase the novel application of unsupervised inverse tone mapping (GlowGAN-ITM) that sets a new paradigm in this field. Unlike previous methods that gradually complete information from LDR input, GlowGAN-ITM searches the entire HDR image manifold modeled by GlowGAN for the HDR images which can be mapped back to the LDR input. GlowGAN-ITM achieves more realistic reconstruction of overexposed regions compared to state-of-the-art supervised learning models, despite not requiring HDR images or paired multi-exposure images for training. Chao Wang 0037, Ana Serrano, Xingang Pan, Bin Chen 0019, Karol Myszkowski, Hans-Peter Seidel, Christian Theobalt, Thomas Leimkühler |
ICCV | 4 |
| 2023 | The effect of display capabilities on the gloss consistency between real and virtual objectsabstractA faithful reproduction of gloss is inherently difficult because of the limited dynamic range, peak luminance, and 3D capabilities of display devices. This work investigates how the display capabilities affect gloss appearance with respect to a real-world reference object. To this end, we employ an accurate imaging pipeline to achieve a perceptual gloss match between a virtual and real object presented side-by-side on an augmented-reality high-dynamic-range (HDR) stereoscopic display, which has not been previously attained to this extent. Based on this precise gloss reproduction, we conduct a series of gloss matching experiments to study how gloss perception degrades based on individual factors: object albedo, display luminance, dynamic range, stereopsis, and tone mapping. We support the study with a detailed analysis of individual factors, followed by an in-depth discussion on the observed perceptual effects. Our experiments demonstrate that stereoscopic presentation has a limited effect on the gloss matching task on our HDR display. However, both reduced luminance and dynamic range of the display reduce the perceived gloss. This means that the visual system cannot compensate for the changes in gloss appearance across luminance (lack of gloss constancy), and the tone mapping operator should be carefully selected when reproducing gloss on a low dynamic range (LDR) display. Bin Chen 0019, Akshay Jindal, Michal Piovarci, Chao Wang 0037, Hans-Peter Seidel, Piotr Didyk, Karol Myszkowski, Ana Serrano, Rafal Mantiuk |
SIGGRAPH Asia | 1 |
| 2023 | An Implicit Neural Representation for the Image Stack: Depth, All in Focus, and High Dynamic RangeabstractIn everyday photography, physical limitations of camera sensors and lenses frequently lead to a variety of degradations in captured images such as saturation or defocus blur. A common approach to overcome these limitations is to resort to image stack fusion, which involves capturing multiple images with different focal distances or exposures. For instance, to obtain an all-in-focus image, a set of multi-focus images is captured. Similarly, capturing multiple exposures allows for the reconstruction of high dynamic range. In this paper, we present a novel approach that combines neural fields with an expressive camera model to achieve a unified reconstruction of an all-in-focus high-dynamic-range image from an image stack. Our approach is composed of a set of specialized implicit neural representations tailored to address specific sub-problems along our pipeline: We use neural implicits to predict flow to overcome misalignments arising from lens breathing, depth, and all-in-focus images to account for depth of field, as well as tonemapping to deal with sensor responses and saturation - all trained using a physically inspired supervision structure with a differentiable thin lens model at its core. An important benefit of our approach is its ability to handle these tasks simultaneously or independently, providing flexible post-editing capabilities such as refocusing and exposure adjustment. By sampling the three primary factors in photography within our framework (focal distance, aperture, and exposure time), we conduct a thorough exploration to gain valuable insights into their significance and impact on overall reconstruction quality. Through extensive validation, we demonstrate that our method outperforms existing approaches in both depth-from-defocus and all-in-focus image reconstruction tasks. Moreover, our approach exhibits promising results in each of these three dimensions, showcasing its potential to enhance captured image quality and provide greater control in post-processing. Chao Wang 0037, Ana Serrano, Xingang Pan, Krzysztof Wolski, Bin Chen 0019, Karol Myszkowski, Hans-Peter Seidel, Christian Theobalt, Thomas Leimkühler |
ACM Trans. Graph. | 5 |
| 2022 | Learning to Deblur using Light Field Generated and Real Defocus ImagesabstractDefocus deblurring is a challenging task due to the spatially varying nature of defocus blur. While deep learning approach shows great promise in solving image restoration problems, defocus deblurring demands accurate training data that consists of all-in-focus and defocus image pairs, which is difficult to collect. Naive two-shot capturing cannot achieve pixel-wise correspondence between the defocused and all-in-focus image pairs. Synthetic aperture of light fields is suggested to be a more reliable way to generate accurate image pairs. However, the defocus blur generated from light field data is different from that of the images captured with a traditional digital camera. In this paper, we propose a novel deep defocus deblurring network that leverages the strength and overcomes the shortcoming of light fields. We first train the network on a light field-generated dataset for its highly accurate image correspondence. Then, we fine-tune the network using feature loss on another dataset collected by the two-shot method to alleviate the differences between the defocus blur exists in the two domains. This strategy is proved to be highly effective and able to achieve the state-of-the-art performance both quantitatively and qualitatively on multiple test sets. Extensive ablation studies have been conducted to analyze the effect of each network module to the final performance. Lingyan Ruan, Bin Chen 0019, Jizhou Li, Miu-Ling Lam |
CVPR | 2 |
| 2022 | Gloss management for consistent reproduction of real and virtual objectsabstractA good match of material appearance between real-world objects and their digital on-screen representations is critical for many applications such as fabrication, design, and e-commerce. However, faithful appearance reproduction is challenging, especially for complex phenomena, such as gloss. In most cases, the view-dependent nature of gloss and the range of luminance values required for reproducing glossy materials exceeds the current capabilities of display devices. As a result, appearance reproduction poses significant problems even with accurately rendered images. This paper studies the gap between the gloss perceived from real-world objects and their digital counterparts. Based on our psychophysical experiments on a wide range of 3D printed samples and their corresponding photographs, we derive insights on the influence of geometry, illumination, and the display’s brightness and measure the change in gloss appearance due to the display limitations. Our evaluation experiments demonstrate that using the prediction to correct material parameters in a rendering system improves the match of gloss appearance between real objects and their visualization on a display device. Bin Chen 0019, Michal Piovarci, Chao Wang 0037, Hans-Peter Seidel, Piotr Didyk, Karol Myszkowski, Ana Serrano |
SIGGRAPH Asia | 1 |
| 2022 | Learning a self-supervised tone mapping operator via feature contrast masking lossabstractAbstract High Dynamic Range (HDR) content is becoming ubiquitous due to the rapid development of capture technologies. Nevertheless, the dynamic range of common display devices is still limited, therefore tone mapping (TM) remains a key challenge for image visualization. Recent work has demonstrated that neural networks can achieve remarkable performance in this task when compared to traditional methods, however, the quality of the results of these learning‐based methods is limited by the training data. Most existing works use as training set a curated selection of best‐performing results from existing traditional tone mapping operators (often guided by a quality metric), therefore, the quality of newly generated results is fundamentally limited by the performance of such operators. This quality might be even further limited by the pool of HDR content that is used for training. In this work we propose a learning‐based self‐supervised tone mapping operator that is trained at test time specifically for each HDR image and does not need any data labeling. The key novelty of our approach is a carefully designed loss function built upon fundamental knowledge on contrast perception that allows for directly comparing the content in the HDR and tone mapped images. We achieve this goal by reformulating classic VGG feature maps into feature contrast maps that normalize local feature differences by their average magnitude in a local neighborhood, allowing our loss to account for contrast masking effects. We perform extensive ablation studies and exploration of parameters and demonstrate that our solution outperforms existing approaches with a single set of fixed parameters, as confirmed by both objective and subjective metrics. Chao Wang 0037, Bin Chen 0019, Hans-Peter Seidel, Karol Myszkowski, Ana Serrano |
Comput. Graph. Forum | 2 |
| 2021 | The effect of shape and illumination on material perception: model and applicationsabstractMaterial appearance hinges on material reflectance properties but also surface geometry and illumination. The unlimited number of potential combinations between these factors makes understanding and predicting material appearance a very challenging task. In this work, we collect a large-scale dataset of perceptual ratings of appearance attributes with more than 215,680 responses for 42,120 distinct combinations of material, shape, and illumination. The goal of this dataset is twofold. First, we analyze for the first time the effects of illumination and geometry in material perception across such a large collection of varied appearances. We connect our findings to those of the literature, discussing how previous knowledge generalizes across very diverse materials, shapes, and illuminations. Second, we use the collected dataset to train a deep learning architecture for predicting perceptual attributes that correlate with human judgments. We demonstrate the consistent and robust behavior of our predictor in various challenging scenarios, which, for the first time, enables estimating perceived material attributes from general 2D images. Since our predictor relies on the final appearance in an image, it can compare appearance properties across different geometries and illumination conditions. Finally, we demonstrate several applications that use our predictor, including appearance reproduction using 3D printing, BRDF editing by integrating our predictor in a differentiable renderer, illumination design, or material recommendations for scene design. Ana Serrano, Bin Chen 0019, Chao Wang 0037, Michal Piovarci, Hans-Peter Seidel, Piotr Didyk, Karol Myszkowski |
ACM Trans. Graph. | 2 |
| 2021 | The effect of geometry and illumination on appearance perception of different material categoriesabstractAbstract The understanding of material appearance perception is a complex problem due to interactions between material reflectance, surface geometry, and illumination. Recently, Serrano et al. collected the largest dataset to date with subjective ratings of material appearance attributes, including glossiness, metallicness, sharpness and contrast of reflections. In this work, we make use of their dataset to investigate for the first time the impact of the interactions between illumination, geometry, and eight different material categories in perceived appearance attributes. After an initial analysis, we select for further analysis the four material categories that cover the largest range for all perceptual attributes: fabric, plastic, ceramic, and metal. Using a cumulative link mixed model (CLMM) for robust regression, we discover interactions between these material categories and four representative illuminations and object geometries. We believe that our findings contribute to expanding the knowledge on material appearance perception and can be useful for many applications, such as scene design, where any particular material in a given shape can be aligned with dominant classes of illumination, so that a desired strength of appearance attributes can be achieved. Bin Chen 0019, Chao Wang 0037, Michal Piovarci, Hans-Peter Seidel, Piotr Didyk, Karol Myszkowski, Ana Serrano |
Vis. Comput. | 1 |
| 2020 | LFGAN: 4D Light Field Synthesis from a Single RGB ImageabstractWe present a deep neural network called the light field generative adversarial network (LFGAN) that synthesizes a 4D light field from a single 2D RGB image. We generate light fields using a single image super-resolution (SISR) technique based on two important observations. First, the small baseline gives rise to the high similarity between the full light field image and each sub-aperture view. Second, the occlusion edge at any spatial coordinate of a sub-aperture view has the same orientation as the occlusion edge at the corresponding angular patch, implying that the occlusion information in the angular domain can be inferred from the sub-aperture local information. We employ the Wasserstein GAN with gradient penalty (WGAN-GP) to learn the color and geometry information from the light field datasets. The network can generate a plausible 4D light field comprising 8×8 angular views from a single sub-aperture 2D image. We propose new loss terms, namely epipolar plane image (EPI) and brightness regularization (BRI) losses, as well as a novel multi-stage training framework to feed the loss terms at different time to generate superior light fields. The EPI loss can reinforce the network to learn the geometric features of the light fields, and the BRI loss can preserve the brightness consistency across different sub-aperture views. Two datasets have been used to evaluate our method: in addition to an existing light field dataset capturing scenes of flowers and plants, we have built a large dataset of toy animals consisting of 2,100 light fields captured with a plenoptic camera. We have performed comprehensive ablation studies to evaluate the effects of individual loss terms and the multi-stage training strategy, and have compared LFGAN to other state-of-the-art techniques. Qualitative and quantitative evaluation demonstrates that LFGAN can effectively estimate complex occlusions and geometry in challenging scenes, and outperform other existing techniques. Bin Chen 0019, Lingyan Ruan, Miu-Ling Lam |
ACM Trans. Multim. Comput. Commun. Appl. | 1 |
| 2015 | A novel volumetric display using fog emitter matrixabstractThis paper presents a novel volumetric display based on projection on a non-planer and reconfigurable fog screen. Unlike conventional fog projection systems which produce 2D images on flat screens, our display scatters different parts of the projected image at different depth levels, thus allowing volumetric data to be displayed in the real 3D space. We constructed the fog screen with a 2D array of nozzles that are individually switchable, while the switching pattern is tightly synchronized with the video content. Our system is superior to many existing approaches at many levels. First, our display does not require head tracking, glasses or head-mounted devices while allowing high resolution, full color 3D image to be observed from wide viewing angles by many people at the same time. As compare with various existing approaches, our system is relatively easy to setup and low cost. Most importantly, our immaterial, mid-air display allows users to directly touch and manipulate virtual objects in 3D under marker-free and barrier-free settings which opens up immense tangible and creative interaction possibilities. In this paper, we provide the details of display mechanism and design prototype, as well as a constrained optimization problem to find the projection distance that can maximize the display resolution. A number of real display examples will demonstrate the performance of the proposed system. Miu-Ling Lam, Bin Chen 0019, Yaozhun Huang |
ICRA | 2 |