EDBT 2026 Demo / reviewers in the wild / expert
Keyang Ye
dblp:336/6126
· DBLP profile ↗
5ranked-venue papers
3as first author
5since 2021 · last 2026
0009-0005-8675-566XORCID · corroborated
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 2021Artificial intelligence and machine learning · 1 · 1 first-author · 1 since 2021Systems, architecture and hardware · 1 · 1 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 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
3 papers |
Rendering · 61% Geometric modeling and processing · 13% Virtual and augmented reality · 13% | |
| Artificial intelligence
2 papers |
3D vision · 100% |
Topics — the 10 heaviest of 10, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › 3D vision
novel view synthesis |
1.0 | 1 | 2026 | TR-Gaussians: High-Fidelity Real-Time Rendering of Planar Transmission and Reflection With 3D Gaussian Splatting · IEEE Trans. Vis. Comput. Graph. 2026 |
Rendering › gaussian splatting
3d gaussian splatting |
1.0 | 1 | 2026 | TR-Gaussians: High-Fidelity Real-Time Rendering of Planar Transmission and Reflection With 3D Gaussian Splatting · IEEE Trans. Vis. Comput. Graph. 2026 |
Rendering
neural rendering |
1.0 | 1 | 2026 | TR-Gaussians: High-Fidelity Real-Time Rendering of Planar Transmission and Reflection With 3D Gaussian Splatting · IEEE Trans. Vis. Comput. Graph. 2026 |
Rendering
physically based rendering |
1.0 | 1 | 2026 | TR-Gaussians: High-Fidelity Real-Time Rendering of Planar Transmission and Reflection With 3D Gaussian Splatting · IEEE Trans. Vis. Comput. Graph. 2026 |
Computer vision › 3D vision
neural radiance field |
0.9 | 1 | 2025 | A Real-Time Method for Inserting Virtual Objects Into Neural Radiance Fields · IEEE Trans. Vis. Comput. Graph. 2025 |
Virtual and augmented reality
augmented reality |
0.9 | 1 | 2025 | A Real-Time Method for Inserting Virtual Objects Into Neural Radiance Fields · IEEE Trans. Vis. Comput. Graph. 2025 |
Visual content generation and editing › image editing › image compositing
object insertion |
0.9 | 1 | 2025 | A Real-Time Method for Inserting Virtual Objects Into Neural Radiance Fields · IEEE Trans. Vis. Comput. Graph. 2025 |
Rendering › neural rendering
radiance field rendering |
0.9 | 1 | 2025 | When Gaussian Meets Surfel: Ultra-fast High-fidelity Radiance Field Rendering · ACM Trans. Graph. 2025 |
Geometric modeling and processing › shape representation
surface representation |
0.9 | 1 | 2025 | When Gaussian Meets Surfel: Ultra-fast High-fidelity Radiance Field Rendering · ACM Trans. Graph. 2025 |
Rendering
gaussian splatting |
0.3 | 1 | 2025 | When Gaussian Meets Surfel: Ultra-fast High-fidelity Radiance Field Rendering · ACM Trans. Graph. 2025 |
Methods — techniques the papers use, named apart from their topics
multi-stage optimization · 2.0fresnel-based weighting · 2.03d gaussian splatting · 2.0spherical signed distance fields · 1.7opacity map · 1.7rasterization · 0.9gaussian splatting · 0.9coarse-to-fine optimization · 0.9
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | TR-Gaussians: High-Fidelity Real-Time Rendering of Planar Transmission and Reflection With 3D Gaussian SplattingabstractWe propose Transmission-Reflection Gaussians (TR-Gaussians), a novel 3D-Gaussian-based representation for high-fidelity rendering of planar transmission and reflection, which are ubiquitous in indoor scenes. Our method combines 3D Gaussians with learnable reflection planes that explicitly model the glass planes with view-dependent reflectance strengths. Real scenes and transmission components are modeled by 3D Gaussians and the reflection components are modeled by the mirrored Gaussians with respect to the reflection plane. The transmission and reflection components are blended according to a Fresnel-based, view-dependent weighting scheme, allowing for faithful synthesis of complex appearance effects under varying viewpoints. To effectively optimize TR-Gaussians, we develop a multi-stage optimization framework incorporating color and geometry constraints and an opacity perturbation mechanism. Experiments on different datasets demonstrate that TR-Gaussians achieve real-time, high-fidelity novel view synthesis in scenes with planar transmission and reflection, and outperform state-of-the-art approaches both quantitatively and qualitatively. Yong Liu 0007, Keyang Ye, Tianjia Shao, Kun Zhou 0001 |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2025 | Animatable 3D Gaussians for modeling dynamic humans
Yukun Xu, Keyang Ye, Tianjia Shao, Yanlin Weng |
Frontiers Comput. Sci. | 2 |
| 2025 | When Gaussian Meets Surfel: Ultra-fast High-fidelity Radiance Field RenderingabstractWe introduce Gaussian-enhanced Surfels (GESs), a bi-scale representation for radiance field rendering, wherein a set of 2D opaque surfels with view-dependent colors represent the coarse-scale geometry and appearance of scenes, and a few 3D Gaussians surrounding the surfels supplement fine-scale appearance details. The rendering with GESs consists of two passes - surfels are first rasterized through a standard graphics pipeline to produce depth and color maps, and then Gaussians are splatted with depth testing and color accumulation on each pixel order independently. The optimization of GESs from multi-view images is performed through an elaborate coarse-to-fine procedure, faithfully capturing rich scene appearance. The entirely sorting-free rendering of GESs not only achieves very fast rates, but also produces view-consistent images, successfully avoiding popping artifacts under view changes. The basic GES representation can be easily extended to achieve antialiasing in rendering (Mip-GES), boosted rendering speeds (Speedy-GES) and compact storage (Compact-GES), and reconstruct better scene geometries by replacing 3D Gaussians with 2D Gaussians (2D-GES). Experimental results show that GESs advance the state-of-the-arts as a compelling representation for ultra-fast high-fidelity radiance field rendering. Keyang Ye, Tianjia Shao, Kun Zhou 0001 |
ACM Trans. Graph. | 1 |
| 2025 | A Real-Time Method for Inserting Virtual Objects Into Neural Radiance FieldsabstractWe present the first real-time method for inserting a rigid virtual object into a neural radiance field (NeRF), which produces realistic lighting and shadowing effects, as well as allows interactive manipulation of the object. By exploiting the rich information about lighting and geometry in a NeRF, our method overcomes several challenges of object insertion in augmented reality. For lighting estimation, we produce accurate and robust incident lighting that combines the 3D spatially-varying lighting from NeRF and an environment lighting to account for sources not covered by the NeRF. For occlusion, we blend the rendered virtual object with the background scene using an opacity map integrated from the NeRF. For shadows, with a precomputed field of spherical signed distance fields, we query the visibility term for any point around the virtual object, and cast soft, detailed shadows onto 3D surfaces. Compared with state-of-the-art techniques, our approach can insert virtual objects into scenes with superior fidelity, and has great potential to be further applied to augmented reality systems. Keyang Ye, Hongzhi Wu, Xin Tong 0001, Kun Zhou 0001 |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2022 | Visual Odometry in HDR Environments by Using Spatially Varying Exposure CameraabstractThe accuracy and robustness of visual odometry (VO) is significantly affected by the high dynamic range (HDR) environments, because traditional cameras have a limited dynamic range and inevitably miss information in both overexposed and underexposed areas. To overcome the above challenge, we use an spatially varying exposure (SVE) camera, which captures four images with different exposure levels simultaneously. Then, we propose a VO pipeline that leverages the advantages of the SVE camera. Specifically, we extract ORB features from four images in parallel firstly instead of fusing four images, then perform merging and filtering to provide more robust features. We demonstrate that the proposed system outperforms comparable state-of-the-art methods in terms of robustness and accuracy. The real-time performance of the proposed system is also guaranteed due to the elaborate design of the parallel algorithm. Keyang Ye, Liuzheng Gao, Banglei Guan |
IROS | 1 |