Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Haocheng Ren

dblp:297/4800 · DBLP profile ↗
← Back
4ranked-venue papers
4as first author
4since 2021 · last 2025
—ORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 first-author · 3 since 2021Human-computer interaction and ubiquitous 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

TopicWeightPapersLastEvidence papers
Rendering
global illumination
1.022024
LightFormer: Light-Oriented Global Neural Rendering in Dynamic Scene · ACM Trans. Graph. 2024
Data-driven Digital Lighting Design for Residential Indoor Spaces · ACM Trans. Graph. 2023
Rendering
neural rendering
0.812024
LightFormer: Light-Oriented Global Neural Rendering in Dynamic Scene · ACM Trans. Graph. 2024
Rendering › lighting
lighting design
0.712023
Data-driven Digital Lighting Design for Residential Indoor Spaces · ACM Trans. Graph. 2023
Rendering
real-time rendering
0.212024
LightFormer: Light-Oriented Global Neural Rendering in Dynamic Scene · ACM Trans. Graph. 2024

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

virtual point lights · 0.8pixel-light attention mechanism · 0.8neural network · 0.7adversarial optimization · 0.7
YearPublicationVenuePosition
2025 Rubikon: Intelligent Tutoring for Rubik's Cube Learning Through AR-enabled Physical Task Reconfiguration
abstract
Figure 1: Rubikon is an intelligent tutoring system for Rubik's Cube learning.(a) The foundational design of Rubikon is an AR setup, where learners manipulate a physical cube with ArUco markers attached to each square, and pose a camera towards the cube to enable tracking and rendering.With this setup, learners see a rendered Rubik's Cube on a display while manipulating the physical cube in their hands.(b) Through AR rendering, Rubikon automatically generates new configurations of the Rubik's Cube for the user to practice unmastered skills.Rubikon detects the status of the cube to infer user behavior and provide immediate feedback and hints.(c) Rubikon supports the learning of a 3D physical task by integrating key design principles of cognitive tutors which have seen success in tutoring math and programming.
Haocheng Ren, Muzhe Wu, Gregory Thomas Croisdale, Anhong Guo, Xu Wang 0016
Conference on Designing Interactive Systems1
2024 LightFormer: Light-Oriented Global Neural Rendering in Dynamic Scene
abstract
The generation of global illumination in real time has been a long-standing challenge in the graphics community, particularly in dynamic scenes with complex illumination. Recent neural rendering techniques have shown great promise by utilizing neural networks to represent the illumination of scenes and then decoding the final radiance. However, incorporating object parameters into the representation may limit their effectiveness in handling fully dynamic scenes. This work presents a neural rendering approach, dubbed LightFormer , that can generate realistic global illumination for fully dynamic scenes, including dynamic lighting, materials, cameras, and animated objects, in real time. Inspired by classic many-lights methods, the proposed approach focuses on the neural representation of light sources in the scene rather than the entire scene, leading to the overall better generalizability. The neural prediction is achieved by leveraging the virtual point lights and shading clues for each light. Specifically, two stages are explored. In the light encoding stage, each light generates a set of virtual point lights in the scene, which are then encoded into an implicit neural light representation, along with screen-space shading clues like visibility. In the light gathering stage, a pixel-light attention mechanism composites all light representations for each shading point. Given the geometry and material representation, in tandem with the composed light representations of all lights, a lightweight neural network predicts the final radiance. Experimental results demonstrate that the proposed LightFormer can yield reasonable and realistic global illumination in fully dynamic scenes with real-time performance.
Haocheng Ren, Yuchi Huo, Yifan Peng 0001, Hongtao Sheng, Weidong Xue, Hongxiang Huang, Jingzhen Lan, Rui Wang 0004, Hujun Bao
ACM Trans. Graph.1
2023 Data-driven Digital Lighting Design for Residential Indoor Spaces
abstract
Conventionally, interior lighting design is technically complex yet challenging and requires professional knowledge and aesthetic disciplines of designers. This article presents a new digital lighting design framework for virtual interior scenes, which allows novice users to automatically obtain lighting layouts and interior rendering images with visually pleasing lighting effects. The proposed framework utilizes neural networks to retrieve and learn underlying design guidelines and the principles beneath the existing lighting designs, e.g., a newly constructed dataset of 6k 3D interior scenes from professional designers with dense annotations of lights. With a 3D furniture-populated indoor scene as the input, the framework takes two stages to perform lighting design: (1) lights are iteratively placed in the room; (2) the colors and intensities of the lights are optimized by an adversarial scheme, resulting in lighting designs with aesthetic lighting effects. Quantitative and qualitative experiments show that the proposed framework effectively learns the guidelines and principles and generates lighting designs that are preferred over the rule-based baseline and comparable to those of professional human designers.
Haocheng Ren, Hangming Fan, Rui Wang 0004, Yuchi Huo, Rui Tang 0015, Hujun Bao
ACM Trans. Graph.1
2022 MINERVAS: Massive INterior EnviRonments VirtuAl Synthesis
abstract
Abstract With the rapid development of data‐driven techniques, data has played an essential role in various computer vision tasks. Many realistic and synthetic datasets have been proposed to address different problems. However, there are lots of unresolved challenges: (1) the creation of dataset is usually a tedious process with manual annotations, (2) most datasets are only designed for a single specific task, (3) the modification or randomization of the 3D scene is difficult, and (4) the release of commercial 3D data may encounter copyright issue. This paper presents MINERVAS, a Massive INterior EnviRonments VirtuAl Synthesis system, to facilitate the 3D scene modification and the 2D image synthesis for various vision tasks. In particular, we design a programmable pipeline with Domain‐Specific Language, allowing users to select scenes from the commercial indoor scene database, synthesize scenes for different tasks with customized rules, and render various types of imagery data, such as color images, geometric structures, semantic labels. Our system eases the difficulty of customizing massive scenes for different tasks and relieves users from manipulating fine‐grained scene configurations by providing user‐controllable randomness using multilevel samplers. Most importantly, it empowers users to access commercial scene databases with millions of indoor scenes and protects the copyright of core data assets, e.g., 3D CAD models. We demonstrate the validity and flexibility of our system by using our synthesized data to improve the performance on different kinds of computer vision tasks. The project page is at https://coohom.github.io/MINERVAS .
Haocheng Ren, Jia Zheng 0002, Jiaxiang Zheng, Rui Tang 0015, Yuchi Huo, Hujun Bao, Rui Wang 0004
Comput. Graph. Forum1