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Jiahui Fan

dblp:259/0253 · DBLP profile ↗
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6ranked-venue papers
2as first author
6since 2021 · last 2026
—ORCID · conflict

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-author · 3 since 2021Artificial intelligence and machine learning · 2 · 1 first-author · 2 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 2 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
4 papers
Rendering · 79% Virtual and augmented reality · 17% Geometric modeling and processing · 4%
Artificial intelligence
1 paper
Deep learning architectures and training · 100%

Topics — the 10 heaviest of 12, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
neural rendering
0.912025
RNG: Relightable Neural Gaussians · CVPR 2025
Rendering
novel view synthesis
0.912025
RNG: Relightable Neural Gaussians · CVPR 2025
Rendering › shading
glint rendering
0.712023
Efficient Specular Glints Rendering With Differentiable Regularization · IEEE Trans. Vis. Comput. Graph. 2023
Rendering › shading
specular reflection rendering
0.712023
Efficient Specular Glints Rendering With Differentiable Regularization · IEEE Trans. Vis. Comput. Graph. 2023
Rendering
material appearance
0.612022
Position-free multiple-bounce computations for smith microfacet BSDFs · ACM Trans. Graph. 2022
Rendering › bidirectional reflectance distribution function
microfacet BRDF
0.612022
Position-free multiple-bounce computations for smith microfacet BSDFs · ACM Trans. Graph. 2022
Geometric modeling and processing
3d scene representation
0.312025
RNG: Relightable Neural Gaussians · CVPR 2025
Rendering
differentiable rendering
0.212023
Efficient Specular Glints Rendering With Differentiable Regularization · IEEE Trans. Vis. Comput. Graph. 2023
Rendering
monte carlo rendering
0.212022
Position-free multiple-bounce computations for smith microfacet BSDFs · ACM Trans. Graph. 2022
Rendering › monte carlo rendering
unbiased estimation
0.212022
Position-free multiple-bounce computations for smith microfacet BSDFs · ACM Trans. Graph. 2022

Methods — techniques the papers use, named apart from their topics

neural radiance field · 0.9deferred shading · 0.93d gaussian splatting · 0.9differentiable regularization · 0.7differentiable path tracing · 0.7position-free formulation · 0.6monte carlo estimation · 0.6
YearPublicationVenuePosition
2026 Artificial intelligence for virtual reality: a review
Lili Wang 0006, Yebin Liu, Miao Wang 0004, Xubo Yang, Lan Xu 0003, Zhangyao Tan, Runze Fan, Hongwen Zhang 0001, Yijian Wen, Haozhong Yang, Jian Wu 0033, Jiahui Fan, Hui Wang 0045, Qixuan Zhang, Yongtian Wang, Qinping Zhao
Sci. China Inf. Sci.16
2025 RNG: Relightable Neural Gaussians
abstract
3D Gaussian Splatting (3DGS) has shown impressive results for the novel view synthesis task, where lighting is assumed to be fixed. However, creating relightable 3D assets, especially for objects with ill-defined shapes (fur, fabric, etc.), remains a challenging task. The decomposition between light, geometry, and material is ambiguous, especially if either smooth surface assumptions or surface-based analytical shading models do not apply. We propose Relightable Neural Gaussians (RNG), a novel 3DGS-based framework that enables the relighting of objects with both hard surfaces or soft boundaries, while avoiding assumptions on the shading model. We condition the radiance at each point on both view and light directions. We also introduce a shadow cue, as well as a depth refinement network to improve shadow accuracy. Finally, we propose a hybrid forward-deferred fitting strategy to balance geometry and appearance quality. Our method achieves significantly faster training (1.3 hours) and rendering (60 frames per second) compared to a prior method based on neural radiance fields and produces higher-quality shadows than a concurrent 3DGS-based method. Project page: whois-jiahui.fun/project_pages/RNG.
Jiahui Fan, Fujun Luan, Jian Yang 0003, Milos Hasan, Beibei Wang 0002
CVPR1
2024 Self-Knowledge Distillation for Knowledge Graph Embedding
abstract
Knowledge graph embedding (KGE) is an important task and it can benefit lots of downstream applications. General KGE can increase the embedding dimension to improve model performance. High-dimensional KGE will significantly increase the number of model parameters and training time. Therefore, knowledge distillation is proposed for learning a low-dimensional model from a pre-trained high-dimensional model. To avoid introducing a complex teacher model, we use self-knowledge distillation. However, there are still some issues with the self-knowledge distillation model we mentioned later. One of them is misdirection from incorrect predictions during model training. Another is the loss of discrimination information caused by excessive distillation temperature. To address these issues, we apply self-knowledge distillation, knowledge adjustment and dynamic temperature distillation to KGE. Self-knowledge distillation uses the information from the latest iteration to guide the training in the current iteration. Knowledge adjustment fixes the predictions of misjudged training samples. Dynamic temperature distillation designs dynamic sample-wise temperatures to compute soft targets. Our model can not only improve model performance but also achieve a lightweight model. Experimental results demonstrate the effectiveness and generalization ability of our model in link prediction. The lightweight model can maintain good model performance while reducing the number of model parameters and training time.
Jiahui Fan
LREC/COLING3
2024 Using Partial Cloud-Free Images to Improve Spatiotemporal Fusion for Terrestrial Latent Heat Flux: The Multiphase Self-Adaptive (MSA) Model
abstract
The acquisition of a time series of high spatial resolution terrestrial latent heat flux (LE) is crucial for agricultural water resource management. However, the currently and frequently used spatiotemporal data fusion model fails to capture LE spatial and temporal patterns during periods of vigorous vegetation growth due to the limited availability of cloud-free fine-resolution images. In this study, we proposed a multiphase self-adaptive (MSA) spatiotemporal data fusion model to address this issue. Unlike popular spatiotemporal data fusion models that rely heavily on cloud-free images, MSA utilizes all available fine- and coarse-resolution images, including those with partial cloud contamination, as inputs to the model. The proposed MSA method was tested at six sites representing five major land cover types across China. The results demonstrate that the MSA model, utilizing all available Landsat images, was more accurate than that relies solely on cloud-free Landsat images [coefficient of determination (R2): 0.53 versus 0.38; root mean square error (RMSE): 8.12 versus 9.93 W/m2]. We also compared the proposed method with three widely used models, the spatial and temporal adaptive reflectance fusion model (STARFM), flexible spatiotemporal data fusion (FSDAF), and Fit-FC. The results show that MSA performed better than other models at recognizing LE spatial details. Additionally, MSA produced a high spatial resolution daily LE that was the most similar to ground-observed LE (R2 = 0.34 (p < 0.01), RMSE = 27.23 W/m2, bias = −2.75 W/m2). The proposed strategy provides an alternative approach for monitoring the high spatial resolution dynamic flux of heat and water over various land cover types.
Junming Yang 0002, Yunjun Yao, Qingxin Tang, Yufu Li, Joshua B. Fisher, Kun Jia 0002, Xiaotong Zhang 0001, Bo Jiang 0006, Jia Xu 0008, Ruiyang Yu, Zijing Xie, Jiahui Fan
IEEE Trans. Geosci. Remote. Sens.15
2023 Efficient Specular Glints Rendering With Differentiable Regularization
abstract
Rendering glinty details from specular microstructure enhances the level of realism in computer graphics. However, naive sampling fails to render such effects, due to insufficient sampling of the contributing normals on the surface patch visible through a pixel. Other approaches resort to searching for the relevant normals in more explicit ways, but they rely on special acceleration structures, leading to increased storage costs and complexity. In this article, we propose to render specular glints through a different method: differentiable regularization. Our method includes two steps: first, we use differentiable path tracing to render a scene with a larger light size and/or rougher surfaces and record the gradients with respect to light size and roughness. Next, we use the result for the larger light size and rougher surfaces, together with their gradients, to predict the target value for the required light size and roughness by extrapolation. In the end, we get significantly reduced noise compared to rendering the scene directly. Our results are close to the reference, which uses many more samples per pixel, although our method cannot guarantee unbiased convergence to the reference. The overhead for differentiable rendering and prediction is small, so our improvement is almost free. We demonstrate our differentiable regularization on several normal maps, all of which benefit from the method.
Jiahui Fan, Beibei Wang 0002, Wenshi Wu, Milos Hasan, Jian Yang 0003, Lingqi Yan 0001
IEEE Trans. Vis. Comput. Graph.1
2022 Position-free multiple-bounce computations for smith microfacet BSDFs
abstract
Bidirectional Scattering Distribution Functions (BSDFs) encode how a material reflects or transmits the incoming light. The most commonly used model is the microfacet BSDF. It computes the material response from the microgeometry of the surface assuming a single bounce on specular microfacets. The original model ignores multiple bounces on the microgeometry, resulting in an energy loss, especially for rough materials. In this paper, we present a new method to compute the multiple bounces inside the microgeometry, eliminating this energy loss. Our method relies on a position-free formulation of multiple bounces inside the microgeometry. We use an explicit mathematical definition of the path space that describes single and multiple bounces in a uniform way. We then study the behavior of light on the different vertices and segments in the path space, leading to a reciprocal multiple-bounce description of BSDFs. Furthermore, we present practical, unbiased Monte Carlo estimators to compute multiple scattering. Our method is less noisy than existing algorithms for computing multiple scattering. It is almost noise-free with a very-low sampling rate, from 2 to 4 samples per pixel (spp).
Beibei Wang 0002, Wenhua Jin, Jiahui Fan, Jian Yang 0003, Nicolas Holzschuch, Lingqi Yan 0001
ACM Trans. Graph.3