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Ruicheng Xiong

dblp:354/2956 · DBLP profile ↗
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4ranked-venue papers
2as first author
4since 2021 · last 2026
0009-0008-4606-8875ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author · 3 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 first-author · 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 · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › level of detail
adaptive tessellation
0.712023
ETER: Elastic Tessellation for Real-Time Pixel-Accurate Rendering of Large-Scale NURBS Models · ACM Trans. Graph. 2023
Rendering › surface rendering
NURBS rendering
0.712023
ETER: Elastic Tessellation for Real-Time Pixel-Accurate Rendering of Large-Scale NURBS Models · ACM Trans. Graph. 2023
Rendering
real-time rendering
0.712023
ETER: Elastic Tessellation for Real-Time Pixel-Accurate Rendering of Large-Scale NURBS Models · ACM Trans. Graph. 2023

Methods — techniques the papers use, named apart from their topics

visibility buffer · 0.7uniform sampling grids · 0.7conservative rasterization · 0.7
YearPublicationVenuePosition
2026 Beyond Vector Search: MLLM-Driven Generative Composed Image Retrieval
Ruicheng Xiong, Gengqi Yang, Dayan Wu
ICIC (13)1
2026 EBOAT: Error-Bounded Adaptive Tessellation of Singularities for Real-Time Catmull-Clark Subdivision Surfaces Rendering
abstract
Abstract Tessellation is critical for real‐time rendering of Catmull‐Clark subdivision (CCS) surfaces, with control mesh singularities posing a major challenge. Prior works typically pre‐subdivide singular regions to a fixed depth offline to facilitate efficient runtime tessellation, yet this practice fails to meet view‐dependent error requirements for high‐fidelity rendering—especially at pixel‐level accuracy. Hence, we present EBOAT, a novel direct‐evaluation tessellation method that integrates memory‐efficient feature‐adaptive subdivision via a connectivity‐elided representation for singularities, along with a two‐phase error control strategy and improved subdivision depth estimation built upon it. With a uniform tessellation level of 64, EBOAT achieves a 3.8×–4.7× speedup over OpenSubdiv, without relying on fixed‐depth pre‐subdivision. Compared to state‐of‐the‐art breadth‐first subdivision, it yields a 4.2×–7.1× speedup while providing more accurate sampling. To further demonstrate its effectiveness, we implement a pixel‐accurate CCS surface rendering pipeline with EBOAT fully integrated, and provide an in‐depth evaluation of rendering quality. Given its advantages in both performance and accuracy, EBOAT offers a promising alternative for real‐time CCS surface rendering in industrial applications.
Yajun Zeng, Ruicheng Xiong, Ligang Liu 0001
Comput. Graph. Forum4
2025 Projection-driven grid-BSP tree for real-time trimming on GPU
Ruicheng Xiong, Ligang Liu 0001
Comput. Aided Geom. Des.3
2023 ETER: Elastic Tessellation for Real-Time Pixel-Accurate Rendering of Large-Scale NURBS Models
abstract
We present ETER, an elastic tessellation framework for rendering large-scale NURBS models with pixel-accurate and crack-free quality at real-time frame rates. We propose a highly parallel adaptive tessellation algorithm to achieve pixel accuracy, measured by the screen space error between the exact surface and its triangulation. To resolve a bottleneck in NURBS rendering, we present a novel evaluation method based on uniform sampling grids and accelerated by GPU Tensor Cores. Compared to evaluation based on hardware tessellation, our method has achieved a significant speedup of 2.9 to 16.2 times depending on the degrees of the patches. We develop an efficient crack-filling algorithm based on conservative rasterization and visibility buffer to fill the tessellation-induced cracks while greatly reducing the jagged effect introduced by conservative rasterization. We integrate all our novel algorithms, implemented in CUDA, into a GPU NURBS rendering pipeline based on Mesh Shaders and hybrid software/hardware rasterization. Our performance data on a commodity GPU show that the rendering pipeline based on ETER is capable of rendering up to 3.7 million patches (0.25 billion tessellated triangles) in real-time (30FPS). With its advantages in performance, scalability, and visual quality in rendering large-scale NURBS models, a real-time tessellation solution based on ETER can be a powerful alternative or even a potential replacement for the existing pre-tessellation solution in CAD systems.
Ruicheng Xiong, Yajun Zeng, Ligang Liu 0001
ACM Trans. Graph.1