EDBT 2026 Demo / reviewers in the wild / expert
Fuqi Xie 0002
dblp:322/6055-2
· DBLP profile ↗
4ranked-venue papers
0as first author
4since 2021 · last 2026
0009-0008-4728-9346ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 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
3 papers |
Visualization and visual analytics · 71% Virtual and augmented reality · 29% |
Topics — the 9 heaviest of 9, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Visualization and visual analytics
interaction techniques |
1.6 | 2 | 2025 | SpatialTouch: Exploring Spatial Data Visualizations in Cross-Reality · IEEE Trans. Vis. Comput. Graph. 2025 MeTACAST: Target- and Context-Aware Spatial Selection in VR · IEEE Trans. Vis. Comput. Graph. 2024 |
Visualization and visual analytics › interactive data exploration
multiscale exploration |
1.0 | 1 | 2026 | ScaleFree: Dynamic KDE for Multiscale Point Cloud Exploration in VR · VR 2026 |
Visualization and visual analytics › 3d visualization
point cloud visualization |
1.0 | 1 | 2026 | ScaleFree: Dynamic KDE for Multiscale Point Cloud Exploration in VR · VR 2026 |
Visualization and visual analytics
scientific visualization |
1.0 | 1 | 2026 | ScaleFree: Dynamic KDE for Multiscale Point Cloud Exploration in VR · VR 2026 |
Virtual and augmented reality
cross-reality |
0.9 | 1 | 2025 | SpatialTouch: Exploring Spatial Data Visualizations in Cross-Reality · IEEE Trans. Vis. Comput. Graph. 2025 |
Visualization and visual analytics › spatial visualization
spatial data visualization |
0.9 | 1 | 2025 | SpatialTouch: Exploring Spatial Data Visualizations in Cross-Reality · IEEE Trans. Vis. Comput. Graph. 2025 |
Virtual and augmented reality › immersive interaction › 3d interaction
3d selection |
0.8 | 1 | 2024 | MeTACAST: Target- and Context-Aware Spatial Selection in VR · IEEE Trans. Vis. Comput. Graph. 2024 |
Virtual and augmented reality
immersive visualization |
0.8 | 1 | 2024 | MeTACAST: Target- and Context-Aware Spatial Selection in VR · IEEE Trans. Vis. Comput. Graph. 2024 |
Visualization and visual analytics › visual analytics
immersive analytics |
0.3 | 1 | 2026 | ScaleFree: Dynamic KDE for Multiscale Point Cloud Exploration in VR · VR 2026 |
Methods — techniques the papers use, named apart from their topics
kernel density estimation · 1.0kd-tree · 1.0GPU acceleration · 1.0usability evaluation · 0.9elicitation user study · 0.9design space · 0.9drawing input · 0.8controlled experiment · 0.8brushing · 0.83d pointing · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | ScaleFree: Dynamic KDE for Multiscale Point Cloud Exploration in VRabstractWe present ScaleFree, a GPU-accelerated adaptive Kernel Density Estimation (KDE) algorithm for scalable, interactive multiscale point cloud exploration. With this technique, we cater to the massive datasets and complex multiscale structures in advanced scientific computing, such as cosmological simulations with billions of particles. Effective exploration of such data requires a full 3D understanding of spatial structures, a capability for which immersive environments such as VR are particularly well suited. However, simultaneously supporting global multiscale context and fine-grained local detail remains a significant challenge. A key difficulty lies in dynamically generating continuous density fields from point clouds to facilitate the seamless scale transitions: while KDE is widely used, precomputed fields restrict the accuracy of interaction and omit fine-scale structures, while dynamic computation is often too costly for real-time VR interaction. We address this challenge by leveraging GPU acceleration with k-d-tree-based spatial queries and parallel reduction within a thread group for on-the-fly density estimation. With this approach, we can recalculate scalar fields dynamically as users shift their focus across scales. We demonstrate the benefits of adaptive density estimation through two data exploration tasks: adaptive selection and progressive navigation. Through performance experiments, we demonstrate that ScaleFree with GPU-parallel implementation achieves orders-of-magnitude speedups over sequential and multi-core CPU baselines. In a controlled experiment, we further confirm that our adaptive selection technique improves accuracy and efficiency in multiscale selection tasks. Lixiang Zhao, Fuqi Xie 0002, Tobias Isenberg 0001, Hai-Ning Liang, Lingyun Yu 0001 |
VR | 2 |
| 2025 | More or Less? Effects of Visual Information Modulation on Context PerceptionabstractThis study examines the effects of two visual guidance techniques, Visual Enhancement and Visual Suppression, on user perception of contextual information in video content. Visual Enhancement introduces explicit visual cues to highlight target content, whereas Visual Suppression attenuates non-target elements, for example, by reducing their brightness. Both approaches aim to isolate specific objects from the background, directing attention to critical information within complex, dynamic scenes. Despite their growing usage, the relative effectiveness of these approaches in guiding attention and their impact on peripheral context awareness remain underexplored. To address this gap, we conducted a controlled user study with 27 participants. The results indicate that Visual Enhancement, through the addition of salient cues, more effectively directs user attention to target information than Visual Suppression. Our findings advance understanding of visual attention in dynamic environments and offer implications for designing visual guidance strategies. Jifan Yang, Fuqi Xie 0002, Zhaolin Lu, Yu Liu 0077, Martijn ten Bhömer, Eng Gee Lim, Lingyun Yu 0001 |
VINCI | 2 |
| 2025 | SpatialTouch: Exploring Spatial Data Visualizations in Cross-RealityabstractWe propose and study a novel cross-reality environment that seamlessly integrates a monoscopic 2D surface (an interactive screen with touch and pen input) with a stereoscopic 3D space (an augmented reality HMD) to jointly host spatial data visualizations. This innovative approach combines the best of two conventional methods of displaying and manipulating spatial 3D data, enabling users to fluidly explore diverse visual forms using tailored interaction techniques. Providing such effective 3D data exploration techniques is pivotal for conveying its intricate spatial structures-often at multiple spatial or semantic scales-across various application domains and requiring diverse visual representations for effective visualization. To understand user reactions to our new environment, we began with an elicitation user study, in which we captured their responses and interactions. We observed that users adapted their interaction approaches based on perceived visual representations, with natural transitions in spatial awareness and actions while navigating across the physical surface. Our findings then informed the development of a design space for spatial data exploration in cross-reality. We thus developed cross-reality environments tailored to three distinct domains: for 3D molecular structure data, for 3D point cloud data, and for 3D anatomical data. In particular, we designed interaction techniques that account for the inherent features of interactions in both spaces, facilitating various forms of interaction, including mid-air gestures, touch interactions, pen interactions, and combinations thereof, to enhance the users' sense of presence and engagement. We assessed the usability of our environment with biologists, focusing on its use for domain research. In addition, we evaluated our interaction transition designs with virtual and mixed-reality experts to gather further insights. As a result, we provide our design suggestions for the cross-reality environment, emphasizing the interaction with diverse visual representations and seamless interaction transitions between 2D and 3D spaces. Lixiang Zhao, Tobias Isenberg 0001, Fuqi Xie 0002, Hai-Ning Liang, Lingyun Yu 0001 |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2024 | MeTACAST: Target- and Context-Aware Spatial Selection in VRabstractWe propose three novel spatial data selection techniques for particle data in VR visualization environments. They are designed to be target- and context-aware and be suitable for a wide range of data features and complex scenarios. Each technique is designed to be adjusted to particular selection intents: the selection of consecutive dense regions, the selection of filament-like structures, and the selection of clusters-with all of them facilitating post-selection threshold adjustment. These techniques allow users to precisely select those regions of space for further exploration-with simple and approximate 3D pointing, brushing, or drawing input-using flexible point- or path-based input and without being limited by 3D occlusions, non-homogeneous feature density, or complex data shapes. These new techniques are evaluated in a controlled experiment and compared with the Baseline method, a region-based 3D painting selection. Our results indicate that our techniques are effective in handling a wide range of scenarios and allow users to select data based on their comprehension of crucial features. Furthermore, we analyze the attributes, requirements, and strategies of our spatial selection methods and compare them with existing state-of-the-art selection methods to handle diverse data features and situations. Based on this analysis we provide guidelines for choosing the most suitable 3D spatial selection techniques based on the interaction environment, the given data characteristics, or the need for interactive post-selection threshold adjustment. Lixiang Zhao, Tobias Isenberg 0001, Fuqi Xie 0002, Hai-Ning Liang, Lingyun Yu 0001 |
IEEE Trans. Vis. Comput. Graph. | 3 |