Demo Data from EDBT 2026 / reviewers in the wild / expert
Yifei Jia
dblp:299/6518
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2026
—ORCID · unresolved
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 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
1 paper |
Rendering · 50% Visualization and visual analytics · 50% | |
| Interdisciplinary, comprehensive, and emerging computing
1 paper |
Computational science and engineering · 100% |
Topics — the 1 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computational science and engineering › cosmology
cosmological simulation |
0.3 | 1 | 2026 | Gaussian Mixture Model-Based Splatting for Rapid Rendering and Time Series Analysis of Large-Scale Particle Data · IEEE Trans. Vis. Comput. Graph. 2026 |
Methods — techniques the papers use, named apart from their topics
gaussian splatting · 2.0gaussian mixture model · 2.0compression · 2.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Gaussian Mixture Model-Based Splatting for Rapid Rendering and Time Series Analysis of Large-Scale Particle DataabstractDriven by advances in supercomputing, the scale of scientific simulation data has grown dramatically. In fields such as cosmology, particle data have become a common representation, with state-of-the-art simulations now exceeding the trillion-particle mark. Consequently, the challenge of visually analyzing such massive datasets has become increasingly urgent. The traditional visual analysis workflow typically follows a "compression $\rightarrow$→ storage $\rightarrow$→ reconstruction $\rightarrow$→ visualization" pipeline. However, this process is hampered by an extremely time-consuming reconstruction stage, which severely impedes real-time interactive visualization. Moreover, in multi-time-step analyses, the enormous volume of reconstructed data creates significant I/O bottlenecks. In this work, we draw inspiration from 3D Gaussian splatting and compress the simulation data using Gaussian Mixture Models (GMMs), treating the resulting Gaussian kernels as fundamental rendering primitives. Our method renders billion-scale particles for each timestep in approximately 32 ms, requiring only 645 MB of GPU memory per timestep - nearly 20× smaller than the original 12 GB raw data. This eliminates costly reconstruction, accelerates the visual analysis pipeline, and overcomes I/O bottlenecks in multi-time-step analysis. Extensive experiments and comparisons across multiple datasets validate the effectiveness of our method. Ruixiao Peng, Guan Li 0002, Zhe Wang 0059, Yu Dong 0001, Tianchi Zhang 0003, Xuyi Lu, Yifei Jia, Guihua Shan, Dong Tian |
IEEE Trans. Vis. Comput. Graph. | 7 |