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Xiaotang Jiang

dblp:264/2004 · DBLP profile ↗
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3ranked-venue papers
0as first author
3since 2021 · last 2025
—ORCID · unresolved

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

Computer networks · 2 · 2 since 2021Software engineering, systems software and programming languages · 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
2 papers
Virtual and augmented reality · 58% Visual content generation and editing · 18% Geometric modeling and processing · 18%
Artificial intelligence
1 paper
Efficient and distributed learning · 100%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Cloud and datacenter computing · 100%
Computer networks
1 paper
Edge and fog computing · 100%

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

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › augmented reality
mobile augmented reality
0.912025
ARSys: An Efficient and Cross-Platform Development, Deployment, and Runtime System for Mobile Augmented Reality · IEEE Trans. Mob. Comput. 2025
Visual content generation and editing
3d content creation
0.812024
An End-to-End, Low-Cost, and High-Fidelity 3D Video Pipeline for Mobile Devices · MobiCom 2024
Virtual and augmented reality
3d video
0.812024
An End-to-End, Low-Cost, and High-Fidelity 3D Video Pipeline for Mobile Devices · MobiCom 2024
Geometric modeling and processing › surface reconstruction › implicit surface reconstruction
neural implicit surface reconstruction
0.812024
An End-to-End, Low-Cost, and High-Fidelity 3D Video Pipeline for Mobile Devices · MobiCom 2024
Virtual and augmented reality › 3d video
volumetric video
0.812024
An End-to-End, Low-Cost, and High-Fidelity 3D Video Pipeline for Mobile Devices · MobiCom 2024
Machine learning › Efficient and distributed learning › distributed training › edge training
device-cloud collaborative learning
0.612022
Walle: An End-to-End, General-Purpose, and Large-Scale Production System for Device-Cloud Collaborative Machine Learning · OSDI 2022
Machine learning › Efficient and distributed learning
distributed training
0.612022
Walle: An End-to-End, General-Purpose, and Large-Scale Production System for Device-Cloud Collaborative Machine Learning · OSDI 2022
Cloud and datacenter computing
cloud infrastructure
0.612022
Walle: An End-to-End, General-Purpose, and Large-Scale Production System for Device-Cloud Collaborative Machine Learning · OSDI 2022
Edge and fog computing › mobile edge computing
computation offloading
0.312025
ARSys: An Efficient and Cross-Platform Development, Deployment, and Runtime System for Mobile Augmented Reality · IEEE Trans. Mob. Comput. 2025
Multimedia systems and quality of experience › mobile multimedia
mobile video streaming
0.212024
An End-to-End, Low-Cost, and High-Fidelity 3D Video Pipeline for Mobile Devices · MobiCom 2024

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

tensor compute engine · 1.7python virtual machine · 1.7pipeline parallelism · 1.7sparse computation · 0.8neural surface reconstruction · 0.8keyframe registration · 0.8
YearPublicationVenuePosition
2025 ARSys: An Efficient and Cross-Platform Development, Deployment, and Runtime System for Mobile Augmented Reality
abstract
Augmented reality (AR) offers users immersive experiences to interact with digital contents in their physical space. However, practical AR applications are challenged by the tight coupling of algorithm and engineering during the development and deployment phases as well as the execution requirements of hybrid AR subtasks on heterogeneous and resource-constraint mobile devices. In this work, we build an end-to-end, cross-platform, and efficient AR system, called ARSys. The infrastructure in ARSys adopts the new principle of integrated design, unifies and refines AR fundamental capabilities, supports streaming media processing, model inference, and real-time rendering by exposing high-performance tensor compute engine to top, and constructs a Python multi-instance virtual machine as the cross-platform AR task execution container. The runtime mechanism of ARSys schedules AR tasks in a pipeline parallelism way and allocates subtasks to hardware backends by optimizing the slowest node. The development workbench and the deployment platform in ARSys allow the decoupling of algorithms written in Python from engineering components in C/C++ and further support remote debugging and quick validation of AR algorithms. We extensively evaluate ARSys in practical AR applications across high-end, mid-end, and low-end Android and iOS devices, demonstrating higher development, deployment, and runtime efficiency than existing MediaPipe-oriented framework. ARSys has been integrated into Mobile Taobao for production use.
Chengfei Lv, Chaoyue Niu, Xiaotang Jiang, Fan Wu 0006, Guihai Chen
IEEE Trans. Mob. Comput.4
2024 An End-to-End, Low-Cost, and High-Fidelity 3D Video Pipeline for Mobile Devices
abstract
To provide full-body 3D videos of performers showcasing diverse clothes with dynamic movements for e-commerce platforms, we develop an end-to-end, low-cost, and high-fidelity production and deployment pipeline. We first set up a low-cost capture studio with only 24 RGB cameras and embrace fast neural surface reconstruction to produce high-quality meshes without depth information. We then quickly group all the frames with local motion priors, select a keyframe for each group, and accurately register any other frame to the keyframe under the guidance of semantic labels, thereby avoiding transmitting all the frames to mobile devices and loading them into memory. For real-time rendering, we propose an on-device sparse computation method for efficient deformation from keyframes to the other frames. Evaluation over 2 self-captured performances and 8 public performances reveals that the pipeline achieves the reconstruction time of 28 minutes per frame, the average PSNR of 30.4, the average bandwidth requirement of 4.2MB/s, and the on-device frame rate of 60 fps, demonstrating superiority over existing baselines.
Tiancheng Fang, Chaoyue Niu, Yujie Sun 0001, Chengfei Lv, Xiaotang Jiang, Ben Xue, Fan Wu 0006, Guihai Chen
MobiCom5
2022 Walle: An End-to-End, General-Purpose, and Large-Scale Production System for Device-Cloud Collaborative Machine Learning
Chengfei Lv, Chaoyue Niu, Renjie Gu, Xiaotang Jiang, Zhaode Wang, Ziqi Wu, Qiulin Yao, Congyu Huang, Panos Huang, Hui Shu, Jinde Song, Peng Lan, Guohuan Xu, Fei Wu 0001, Shaojie Tang 0001, Fan Wu 0006, Guihai Chen
OSDI4