Demo Data from EDBT 2026 / reviewers in the wild / expert
Jie Feng 0001
dblp:24/7003-1
· DBLP profile ↗
3ranked-venue papers
1as first author
1since 2021 · last 2025
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author · 1 since 2021Artificial intelligence and machine learning · 1Human-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
1 paper |
Rendering · 100% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
image-based rendering |
0.1 | 1 | 2010 | Real-time stereo visual hull rendering using a multi-GPU-accelerated pipeline · SIGGRAPH ASIA (Sketches) 2010 |
Rendering › parallel rendering
multi-GPU rendering |
0.1 | 1 | 2010 | Real-time stereo visual hull rendering using a multi-GPU-accelerated pipeline · SIGGRAPH ASIA (Sketches) 2010 |
Rendering
real-time rendering |
0.1 | 1 | 2010 | Real-time stereo visual hull rendering using a multi-GPU-accelerated pipeline · SIGGRAPH ASIA (Sketches) 2010 |
Rendering › image-based rendering
visual hull rendering |
0.1 | 1 | 2010 | Real-time stereo visual hull rendering using a multi-GPU-accelerated pipeline · SIGGRAPH ASIA (Sketches) 2010 |
Methods — techniques the papers use, named apart from their topics
multi-GPU pipeline · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Neural-Polyptych: Content Controllable Painting Recreation for Diverse GenresabstractTo bridge the gap between artists and non-specialists, we present a unified framework, Neural-Polyptych, to facilitate the creation of expansive, high-resolution paintings by seamlessly incorporating interactive hand-drawn sketches with fragments from original paintings. We have designed a multi-scale GAN-based architecture to decompose the generation process into two parts, each responsible for identifying global and local features. To enhance the fidelity of semantic details generated from users' sketched outlines, we introduce a Correspondence Attention module utilizing our Reference Bank strategy. This ensures the creation of high-quality, intricately detailed elements within the artwork. The final result is achieved by carefully blending these local elements while preserving coherent global consistency. Consequently, this methodology enables the production of digital paintings at megapixel scale, accommodating diverse artistic expressions and enabling users to recreate content in a controlled manner. We validate our approach to diverse genres of both Eastern and Western paintings. Applications such as large painting extension, texture shuffling, genre switching, mural art restoration, and recomposition can be successfully based on our framework. Dewen Guo, Zhouhui Lian, Jianhong Han, Jie Feng 0001, Bingfeng Zhou, Sheng Li 0008 |
Comput. Vis. Media | 6 |
| 2020 | VGG-Embedded Adaptive Layer-Normalized Crowd Counting Net with Scale-Shuffling ModulesabstractCrowd counting is widely used in real-time congestion monitoring and public security. Due to the limited data, many methods have little ability to be generalized because the differences between feature domains are not taken into consideration. We propose VGG-embedded adaptive layer normalization (VadaLN) to filter the features that irrelevant to the counting tasks in order that the counting results should not be affected by the image quality, color or illumination. VadaLN is implemented on the pretrained VGG-16 backbone. There is no additional learning parameters required through our method. VadaLN incoporates the proposed scale-shuffling modules (SSM) to relax the distortions in upsampling operations. Besides, nonaligned training methdology for the estimation of density maps is leveraged by an adversarial contextual loss (ACL) to improve the counting performance. Based on the proposed method, we construct an end-to-end trainable baseline model without bells and whistles, namely VadaLNet, which outperforms several recent state-of-the-art methods on commonly used challenging standard benchmarks. The intermediate scale-shuffled results are combined to formulate a scale-complementary strategy as a more powerful network, namely as VadaLNeSt. We implement VadaLNeSt on standard benchmarks, e.g. ShanghaiTech (Part A & Part B), UCF_CC_50, and UCF_QNRF, to show the superiority of our method. Dewen Guo, Jie Feng 0001, Bingfeng Zhou |
ICPR | 2 |
| 2010 | Real-time stereo visual hull rendering using a multi-GPU-accelerated pipelineabstractVisual hull is an efficient technique for image-based rendering. It takes a group of images as input, produces an approximate geometry model of the object, and renders it from arbitrary new viewpoints. Explicit visual hull models (as polygon meshes or point sets) are usually insufficient in accuracy. Image-based visual hull (IBVH) method [Matusik 2000] reconstructs implicit models, and produce view-dependent rendering results with higher quality. Jie Feng 0001, Bingfeng Zhou |
SIGGRAPH ASIA (Sketches) | 1 |