Yulin Liang

dblp:273/7336 · DBLP profile ↗
← Back
1ranked-venue papers
1as first author
0since 2021 · last 2020
0000-0001-5109-0956ORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 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 · 70% Computational photography and imaging · 30%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computational photography and imaging › physics-based vision › light transport analysis
caustic volume
0.412020
Fast Computation of Single Scattering in Participating Media with Refractive Boundaries Using Frequency Analysis · IEEE Trans. Vis. Comput. Graph. 2020
Rendering
participating media rendering
0.412020
Fast Computation of Single Scattering in Participating Media with Refractive Boundaries Using Frequency Analysis · IEEE Trans. Vis. Comput. Graph. 2020
Rendering › participating media rendering
single scattering
0.412020
Fast Computation of Single Scattering in Participating Media with Refractive Boundaries Using Frequency Analysis · IEEE Trans. Vis. Comput. Graph. 2020
Rendering
light transport
0.112020
Fast Computation of Single Scattering in Participating Media with Refractive Boundaries Using Frequency Analysis · IEEE Trans. Vis. Comput. Graph. 2020

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

point-based rendering · 0.4frequency analysis of light transport · 0.4covariance matrix · 0.4
YearPublicationVenuePosition
2020 Fast Computation of Single Scattering in Participating Media with Refractive Boundaries Using Frequency Analysis
abstract
Many materials combine a refractive boundary and a participating media on the interior. If the material has a low opacity, single scattering effects dominate in its appearance. Refraction at the boundary concentrates the incoming light, resulting in an important phenomenon called volume caustics. This phenomenon is hard to simulate. Previous methods used point-based light transport, but attributed point samples inefficiently, resulting in long computation time. In this paper, we use frequency analysis of light transport to allocate point samples efficiently. Our method works in two steps: in the first step, we compute volume samples along with their covariance matrices, encoding the illumination frequency content in a compact way. In the rendering step, we use the covariance matrices to compute the kernel size for each volume sample: small kernel for high-frequency single scattering, large kernel for lower frequencies. Our algorithm computes volume caustics with fewer volume samples, with no loss of quality. Our method is both faster and uses less memory than the original method. It is roughly twice as fast and uses one fifth of the memory. The extra cost of computing covariance matrices for frequency information is negligible.
Yulin Liang, Beibei Wang 0002, Lu Wang 0007, Nicolas Holzschuch
IEEE Trans. Vis. Comput. Graph.1