Demo Data from EDBT 2026 / reviewers in the wild / expert
Wenshi Wu
dblp:308/7846
· DBLP profile ↗
3ranked-venue papers
2as first author
3since 2021 · last 2024
—ORCID · none
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 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 · 100% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering › shading
glint rendering |
0.7 | 1 | 2023 | Efficient Specular Glints Rendering With Differentiable Regularization · IEEE Trans. Vis. Comput. Graph. 2023 |
Rendering › shading
specular reflection rendering |
0.7 | 1 | 2023 | Efficient Specular Glints Rendering With Differentiable Regularization · IEEE Trans. Vis. Comput. Graph. 2023 |
Rendering
differentiable rendering |
0.2 | 1 | 2023 | Efficient Specular Glints Rendering With Differentiable Regularization · IEEE Trans. Vis. Comput. Graph. 2023 |
Methods — techniques the papers use, named apart from their topics
differentiable regularization · 0.7differentiable path tracing · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Efficient participating media rendering with differentiable regularizationabstractHighly scattering media, such as milk, skin, and clouds, are common in the real world. Rendering participating media is challenging, especially for high-order scattering dominant media, because the light may undergo a large number of scattering events before leaving the surface. Monte Carlo-based methods typically require a long time to produce noise-free results. Based on the observation that low-albedo media contain less noise than high-albedo media, we propose reducing the variance of the rendered results using differentiable regularization. We first render an image with low-albedo participating media together with the gradient with respect to the albedo, and then predict the final rendered image with a low-albedo image and gradient image via a novel prediction function. To achieve high quality, we also consider the gradients of neighboring frames to provide a noise-free gradient image. Ultimately, our method can produce results with much less overall error than equal-time path tracing methods. Wenshi Wu, Beibei Wang 0002, Milos Hasan, Lei Zhang 0006, Zhong Jin, Lingqi Yan 0001 |
Comput. Vis. Media | 1 |
| 2023 | Efficient Specular Glints Rendering With Differentiable RegularizationabstractRendering 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. | 3 |
| 2022 | A survey on rendering homogeneous participating mediaabstractParticipating media are frequent in real-world scenes, whether they contain milk, fruit juice, oil, or muddy water in a river or the ocean. Incoming light interacts with these participating media in complex ways: refraction at boundaries and scattering and absorption inside volumes. The radiative transfer equation is the key to solving this problem. There are several categories of rendering methods which are all based on this equation, but using different solutions. In this paper, we introduce these groups, which include volume density estimation based approaches, virtual point/ray/beam lights, point based approaches, Monte Carlo based approaches, acceleration techniques, accurate single scattering methods, neural network based methods, and spatially-correlated participating media related methods. As well as discussing these methods, we consider the challenges and open problems in this research area. Wenshi Wu, Beibei Wang 0002, Lingqi Yan 0001 |
Comput. Vis. Media | 1 |