Demo Data from EDBT 2026 / reviewers in the wild / expert
Yaoan Gao
dblp:364/3286
· DBLP profile ↗
3ranked-venue papers
1as first author
3since 2021 · last 2025
0009-0003-4791-0263ORCID · 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 2021Human-computer interaction and ubiquitous 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
3 papers |
Rendering · 66% Geometric modeling and processing · 17% Computer animation and physical simulation · 17% |
Topics — the 8 heaviest of 8, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Geometric modeling and processing
3d reconstruction |
1.4 | 2 | 2024 | Gaussian Surfel Splatting for Live Human Performance Capture · ACM Trans. Graph. 2024 SAILOR: Synergizing Radiance and Occupancy Fields for Live Human Performance Capture · ACM Trans. Graph. 2023 |
Rendering
neural rendering |
1.4 | 2 | 2024 | Gaussian Surfel Splatting for Live Human Performance Capture · ACM Trans. Graph. 2024 SAILOR: Synergizing Radiance and Occupancy Fields for Live Human Performance Capture · ACM Trans. Graph. 2023 |
Computer animation and physical simulation
performance capture |
1.4 | 2 | 2024 | Gaussian Surfel Splatting for Live Human Performance Capture · ACM Trans. Graph. 2024 SAILOR: Synergizing Radiance and Occupancy Fields for Live Human Performance Capture · ACM Trans. Graph. 2023 |
Rendering › shading
area light shading |
0.9 | 1 | 2025 | Efficient Object Reconstruction with Differentiable Area Light Shading · SIGGRAPH Asia 2025 |
Rendering
differentiable rendering |
0.9 | 1 | 2025 | Efficient Object Reconstruction with Differentiable Area Light Shading · SIGGRAPH Asia 2025 |
Rendering
inverse rendering |
0.9 | 1 | 2025 | Efficient Object Reconstruction with Differentiable Area Light Shading · SIGGRAPH Asia 2025 |
Rendering
gaussian splatting |
0.8 | 1 | 2024 | Gaussian Surfel Splatting for Live Human Performance Capture · ACM Trans. Graph. 2024 |
Rendering
neural radiance fields |
0.7 | 1 | 2023 | SAILOR: Synergizing Radiance and Occupancy Fields for Live Human Performance Capture · ACM Trans. Graph. 2023 |
Methods — techniques the papers use, named apart from their topics
linearly transformed cosines · 0.9differentiable rendering · 0.93d gaussian splatting · 0.9surfel splatting · 0.8point-based representation · 0.8neural blending · 0.8voxel denoising · 0.7ray interpolation · 0.7pixel-aligned implicit function · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Efficient Object Reconstruction with Differentiable Area Light ShadingabstractIn 3D object reconstruction from photographs, estimating material properties is challenging. We propose an inverse rendering method that uses active area lighting: as this provides a wider range of lighting angles per photo than point lighting, material reconstruction can be more accurate for the same number of photos. We compare area light shading with point lighting. With either mesh or 3D Gaussian splatting pipelines, area lighting can improve BRDF reconstruction and leads to +3 dB relighting PSNR over point lights, or need only \(\nicefrac {1}{5}\) of the input photos for the same quality. We also compare area light shading with Monte Carlo ray tracing and with differential linearly transformed cosines (LTC) plus shadow visibility weighting. LTC can be faster, improving optimization times by 25%. In SOTA method-level comparisons, our approach improves material reconstruction, particularly for material roughness, leading to superior relighting quality. Yaoan Gao, Jiamin Xu, James Tompkin 0001, Qi Wang 0111, Hujun Bao, Yujun Shen, Huamin Wang 0001, Changqing Zou, Weiwei Xu 0003 |
SIGGRAPH Asia | 1 |
| 2024 | Gaussian Surfel Splatting for Live Human Performance CaptureabstractHigh-quality real-time rendering using user-affordable capture rigs is an essential property of human performance capture systems for real-world applications. However, state-of-the-art performance capture methods may not yield satisfactory rendering results under a very sparse (e.g., four) capture setting. Specifically, neural radiance field (NeRF)-based methods and 3D Gaussian Splatting (3DGS)-based methods tend to produce local geometry errors for unseen performers, while occupancy field (PIFu)-based methods often produce unrealistic rendering results. In this paper, we propose a novel generalizable neural approach to reconstruct and render the performers from very sparse RGBD streams in high quality. The core of our method is a novel point-based generalizable human (PGH) representation conditioned on the pixel-aligned RGBD features. The PGH representation learns a surface implicit function for the regression of surface points and a Gaussian implicit function for parameterizing the radiance fields of the regressed surface points with 2D Gaussian surfels, and uses surfel splatting for fast rendering. We learn this hybrid human representation via two novel networks. First, we propose a novel point-regressing network (PRNet) with a depth-guided point cloud initialization (DPI) method to regress an accurate surface point cloud based on the denoised depth information. Second, we propose a novel neural blending-based surfel splatting network (SPNet) to render high-quality geometries and appearances in novel views based on the regressed surface points and high-resolution RGBD features of adjacent views. Our method produces free-view human performance videos of 1K resolution at 12 fps on average. Experiments on two benchmarks show that our method outperforms state-of-the-art human performance capture methods. Ke Xu 0010, Yaoan Gao, Hujun Bao, Weiwei Xu 0003, Rynson W. H. Lau |
ACM Trans. Graph. | 3 |
| 2023 | SAILOR: Synergizing Radiance and Occupancy Fields for Live Human Performance CaptureabstractImmersive user experiences in live VR/AR performances require a fast and accurate free-view rendering of the performers. Existing methods are mainly based on Pixel-aligned Implicit Functions (PIFu) or Neural Radiance Fields (NeRF). However, while PIFu-based methods usually fail to produce photorealistic view-dependent textures, NeRF-based methods typically lack local geometry accuracy and are computationally heavy ( e.g. , dense sampling of 3D points, additional fine-tuning, or pose estimation). In this work, we propose a novel generalizable method, named SAILOR, to create high-quality human free-view videos from very sparse RGBD live streams. To produce view-dependent textures while preserving locally accurate geometry, we integrate PIFu and NeRF such that they work synergistically by conditioning the PIFu on depth and then rendering view-dependent textures through NeRF. Specifically, we propose a novel network, named SRONet, for this hybrid representation. SRONet can handle unseen performers without fine-tuning. Besides, a neural blending-based ray interpolation approach, a tree-based voxel-denoising scheme, and a parallel computing pipeline are incorporated to reconstruct and render live free-view videos at 10 fps on average. To evaluate the rendering performance, we construct a real-captured RGBD benchmark from 40 performers. Experimental results show that SAILOR outperforms existing human reconstruction and performance capture methods. Ke Xu 0010, Yaoan Gao, Qilin Sun 0001, Hujun Bao, Weiwei Xu 0003, Rynson W. H. Lau |
ACM Trans. Graph. | 3 |