EDBT 2026 Demo / reviewers in the wild / expert
Zhiqian Zhou
dblp:256/1820
· DBLP profile ↗
6ranked-venue papers
3as first author
5since 2021 · last 2024
—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 · 3 since 2021Artificial intelligence and machine learning · 2 · 1 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 first-author · 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
2 papers |
Rendering · 100% |
Topics — the 4 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
monte carlo rendering |
0.6 | 1 | 2022 | LuisaRender: A High-Performance Rendering Framework with Layered and Unified Interfaces on Stream Architectures · ACM Trans. Graph. 2022 |
Rendering › global illumination
precomputed radiance transfer |
0.5 | 1 | 2021 | Fast and accurate spherical harmonics products · ACM Trans. Graph. 2021 |
Rendering
real-time rendering |
0.5 | 1 | 2021 | Fast and accurate spherical harmonics products · ACM Trans. Graph. 2021 |
Rendering
spherical harmonics |
0.5 | 1 | 2021 | Fast and accurate spherical harmonics products · ACM Trans. Graph. 2021 |
Methods — techniques the papers use, named apart from their topics
unified runtime layer · 0.6JIT code generation · 0.6C++-embedded DSL · 0.6spherical harmonics triple product · 0.5fourier space multiplication · 0.5
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Estimating Uncertainty in Appearance Acquisition
Zhiqian Zhou, Zhao Dong 0001, Carl S. Marshall |
EGSR (ST) | 1 |
| 2022 | Robot navigation in a crowd by integrating deep reinforcement learning and online planning
Zhiqian Zhou, Pengming Zhu, Junhao Xiao 0001, Huimin Lu 0002, Zongtan Zhou |
Appl. Intell. | 1 |
| 2022 | Navigating Robots in Dynamic Environment With Deep Reinforcement LearningabstractIn the fight against COVID-19, many robots replace human employees in various tasks that involve a risk of infection. Among these tasks, the fundamental problem of navigating robots among crowds, named robot crowd navigation, remains open and challenging. Therefore, we propose HGAT-DRL, a heterogeneous GAT-based deep reinforcement learning algorithm. This algorithm encodes the constrained human-robot-coexisting environment in a heterogeneous graph consisting of four types of nodes. It also constructs an interactive agent-level representation for objects surrounding the robot, and incorporates the kinodynamic constraints from the non-holonomic motion model into the deep reinforcement learning (DRL) framework. Simulation results show that our proposed algorithm achieves a success rate of 92%, at least 6% higher than four baseline algorithms. Furthermore, the hardware experiment on a Fetch robot demonstrates our algorithm’s successful and convenient migration to real robots. Zhiqian Zhou, Lin Lang 0001, Weijia Yao, Huimin Lu 0002, Zhiqiang Zheng 0002, Zongtan Zhou |
IEEE Trans. Intell. Transp. Syst. | 1 |
| 2022 | LuisaRender: A High-Performance Rendering Framework with Layered and Unified Interfaces on Stream ArchitecturesabstractThe advancements in hardware have drawn more attention than ever to high-quality offline rendering with modern stream processors, both in the industry and in research fields. However, the graphics APIs are fragmented and existing shading languages lack high-level constructs such as polymorphism, which adds complexity to developing and maintaining cross-platform high-performance renderers. We present LuisaRender 1 , a high-performance rendering framework for modern stream-architecture hardware. Our main contribution is an expressive C++-embedded DSL for kernel programming with JIT code generation and compilation. We also implement a unified runtime layer with resource wrappers and an optimized Monte Carlo renderer. Experiments on test scenes show that LuisaRender achieves much higher performance than existing research renderers on modern graphics hardware, e.g., 5--11× faster than PBRT-v4 and 4--16× faster than Mitsuba 3. Shaokun Zheng, Zhiqian Zhou, Xin Chen 0083, Difei Yan, Chuyan Zhang, Yuefeng Geng, Yan Gu 0001, Kun Xu 0003 |
ACM Trans. Graph. | 2 |
| 2021 | Fast and accurate spherical harmonics productsabstractSpherical Harmonics (SH) have been proven as a powerful tool for rendering, especially in real-time applications such as Precomputed Radiance Transfer (PRT). Spherical harmonics are orthonormal basis functions and are efficient in computing dot products. However, computations of triple product and multiple product operations are often the bottlenecks that prevent moderately high-frequency use of spherical harmonics. Specifically state-of-the-art methods for accurate SH triple products of order n have a time complexity of O ( n 5 ), which is a heavy burden for most real-time applications. Even worse, a brute-force way to compute k -multiple products would take O ( n 2 k ) time. In this paper, we propose a fast and accurate method for spherical harmonics triple products with the time complexity of only O ( n 3 ), and further extend it for computing k -multiple products with the time complexity of O ( kn 3 + k 2 n 2 log ( kn )). Our key insight is to conduct the triple and multiple products in the Fourier space, in which the multiplications can be performed much more efficiently. To our knowledge, our method is theoretically the fastest for accurate spherical harmonics triple and multiple products. And in practice, we demonstrate the efficiency of our method in rendering applications including mid-frequency relighting and shadow fields. Hanggao Xin, Zhiqian Zhou, Di An, Lingqi Yan 0001, Kun Xu 0003, Shi-Min Hu 0001, Shing-Tung Yau |
ACM Trans. Graph. | 2 |
| 2020 | Fuzzified Image Enhancement for Deep Learning in Iris RecognitionabstractDeep learning techniques such as convolutional neural network and capsule network have attained good results in iris recognition. However, due to the influence of eyelashes, skin, and background noises, the model often needs many iterations to retrieve informative iris patterns. Also because of some nonideal situations, such as reflection of glasses and facula on the eyeball, it is hard to detect the boundary of pupil and iris perfectly. Under such a circumstance, discarding the rest parts beyond the boundary may cause losing useful information. Hence, we use Gaussian, triangular fuzzy average, and triangular fuzzy median smoothing filters to preprocess the image by fuzzifying the region beyond the boundary to improve the signal-to-noise ratios. We applied the enhanced images through fuzzy operations to train deep learning methods, which speeds up the process of convergence and also increases the recognition accuracy rate. The saliency maps show that fuzzified image filters make the images more informative for deep learning. The proposed fuzzy operation of images may be a robust technique in many other deep-learning applications of image processing, analysis, and prediction. Ming Liu 0024, Zhiqian Zhou, Penghui Shang, Dong Xu 0002 |
IEEE Trans. Fuzzy Syst. | 2 |