EDBT 2026 Demo / reviewers in the wild / expert
Zihao Lin 0007
dblp:241/2108-7
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2022
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 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 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
differentiable rendering |
0.6 | 1 | 2022 | Learning-based Inverse Rendering of Complex Indoor Scenes with Differentiable Monte Carlo Raytracing · SIGGRAPH Asia 2022 |
Rendering
inverse rendering |
0.6 | 1 | 2022 | Learning-based Inverse Rendering of Complex Indoor Scenes with Differentiable Monte Carlo Raytracing · SIGGRAPH Asia 2022 |
Rendering › ray tracing
monte carlo ray tracing |
0.6 | 1 | 2022 | Learning-based Inverse Rendering of Complex Indoor Scenes with Differentiable Monte Carlo Raytracing · SIGGRAPH Asia 2022 |
Methods — techniques the papers use, named apart from their topics
neural radiance field · 0.6importance sampling · 0.6hypernetwork · 0.6
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | Learning-based Inverse Rendering of Complex Indoor Scenes with Differentiable Monte Carlo RaytracingabstractIndoor scenes typically exhibit complex, spatially-varying appearance from global illumination, making inverse rendering a challenging ill-posed problem. This work presents an end-to-end, learning-based inverse rendering framework incorporating differentiable Monte Carlo raytracing with importance sampling. The framework takes a single image as input to jointly recover the underlying geometry, spatially-varying lighting, and photorealistic materials. Specifically, we introduce a physically-based differentiable rendering layer with screen-space ray tracing, resulting in more realistic specular reflections that match the input photo. In addition, we create a large-scale, photorealistic indoor scene dataset with significantly richer details like complex furniture and dedicated decorations. Further, we design a novel out-of-view lighting network with uncertainty-aware refinement leveraging hypernetwork-based neural radiance fields to predict lighting outside the view of the input photo. Through extensive evaluations on common benchmark datasets, we demonstrate superior inverse rendering quality of our method compared to state-of-the-art baselines, enabling various applications such as complex object insertion and material editing with high fidelity. Code and data will be made available at https://jingsenzhu.github.io/invrend Jingsen Zhu, Fujun Luan, Yuchi Huo, Zihao Lin 0007, Dianbing Xi, Rui Wang 0004, Hujun Bao, Jiaxiang Zheng, Rui Tang 0015 |
SIGGRAPH Asia | 4 |