Demo Data from EDBT 2026 / reviewers in the wild / expert
Hanggao Xin
dblp:311/8125
· DBLP profile ↗
3ranked-venue papers
3as first author
3since 2021 · last 2023
0000-0003-1292-2427ORCID · corroborated
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 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% | |
| Artificial intelligence
1 paper |
Deep learning architectures and training · 100% |
Topics — the 6 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
global illumination |
0.6 | 1 | 2022 | Lightweight Bilateral Convolutional Neural Networks for Interactive Single-Bounce Diffuse Indirect Illumination · IEEE Trans. Vis. Comput. Graph. 2022 |
Rendering › global illumination
indirect illumination |
0.6 | 1 | 2022 | Lightweight Bilateral Convolutional Neural Networks for Interactive Single-Bounce Diffuse Indirect Illumination · IEEE Trans. Vis. Comput. Graph. 2022 |
Rendering › global illumination
precomputed radiance transfer |
0.5 | 1 | 2021 | Fast and accurate spherical harmonics products · ACM Trans. Graph. 2021 |
Rendering
real-time rendering |
0.5 | 1 | 2021 | Fast and accurate spherical harmonics products · ACM Trans. Graph. 2021 |
Rendering
spherical harmonics |
0.5 | 1 | 2021 | Fast and accurate spherical harmonics products · ACM Trans. Graph. 2021 |
Machine learning › Deep learning architectures and training
convolutional neural network |
0.2 | 1 | 2022 | Lightweight Bilateral Convolutional Neural Networks for Interactive Single-Bounce Diffuse Indirect Illumination · IEEE Trans. Vis. Comput. Graph. 2022 |
Methods — techniques the papers use, named apart from their topics
sparse sampling · 1.1bilateral convolutional neural network · 1.1spherical harmonics triple product · 0.5fourier space multiplication · 0.5
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | Jrender: An efficient differentiable rendering library based on JittorabstractDifferentiable rendering has been proven as a powerful tool to bridge 2D images and 3D models. With the aid of differentiable rendering, tasks in computer vision and computer graphics could be solved more elegantly and accurately. To address challenges in the implementations of differentiable rendering methods, we present an efficient and modular differentiable rendering library named Jrender based on Jittor. Jrender supports surface rendering for 3D meshes and volume rendering for 3D volumes. Compared with previous differentiable renderers, Jrender exhibits a significant improvement in both performance and rendering quality. Due to the modular design, various rendering effects such as PBR materials shading, ambient occlusions, soft shadows, global illumination, and subsurface scattering could be easily supported in Jrender, which are not available in other differentiable rendering libraries. To validate our library, we integrate Jrender into applications such as 3D object reconstruction and NeRF, which show that our implementations could achieve the same quality with higher performance. Hanggao Xin, Chenzhong Xiang, Wenyang Zhou, Dun Liang |
Graph. Model. | 1 |
| 2022 | Lightweight Bilateral Convolutional Neural Networks for Interactive Single-Bounce Diffuse Indirect IlluminationabstractPhysically correct, noise-free global illumination is crucial in physically-based rendering, but often takes a long time to compute. Recent approaches have exploited sparse sampling and filtering to accelerate this process but still cannot achieve interactive performance. It is partly due to the time-consuming ray sampling even at 1 sample per pixel, and partly because of the complexity of deep neural networks. To address this problem, we propose a novel method to generate plausible single-bounce indirect illumination for dynamic scenes in interactive framerates. In our method, we first compute direct illumination and then use a lightweight neural network to predict screen space indirect illumination. Our neural network is designed explicitly with bilateral convolution layers and takes only essential information as input (direct illumination, surface normals, and 3D positions). Also, our network maintains the coherence between adjacent image frames efficiently without heavy recurrent connections. Compared to state-of-the-art works, our method produces single-bounce indirect illumination of dynamic scenes with higher quality and better temporal coherence and runs at interactive framerates. Hanggao Xin, Shaokun Zheng, Kun Xu 0003, Lingqi Yan 0001 |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2021 | Fast and accurate spherical harmonics productsabstractSpherical Harmonics (SH) have been proven as a powerful tool for rendering, especially in real-time applications such as Precomputed Radiance Transfer (PRT). Spherical harmonics are orthonormal basis functions and are efficient in computing dot products. However, computations of triple product and multiple product operations are often the bottlenecks that prevent moderately high-frequency use of spherical harmonics. Specifically state-of-the-art methods for accurate SH triple products of order n have a time complexity of O ( n 5 ), which is a heavy burden for most real-time applications. Even worse, a brute-force way to compute k -multiple products would take O ( n 2 k ) time. In this paper, we propose a fast and accurate method for spherical harmonics triple products with the time complexity of only O ( n 3 ), and further extend it for computing k -multiple products with the time complexity of O ( kn 3 + k 2 n 2 log ( kn )). Our key insight is to conduct the triple and multiple products in the Fourier space, in which the multiplications can be performed much more efficiently. To our knowledge, our method is theoretically the fastest for accurate spherical harmonics triple and multiple products. And in practice, we demonstrate the efficiency of our method in rendering applications including mid-frequency relighting and shadow fields. Hanggao Xin, Zhiqian Zhou, Di An, Lingqi Yan 0001, Kun Xu 0003, Shi-Min Hu 0001, Shing-Tung Yau |
ACM Trans. Graph. | 1 |