Demo Data from EDBT 2026 / reviewers in the wild / expert
Mason L. Wang
dblp:381/4166 · also Mason Long Wang
· DBLP profile ↗
4ranked-venue papers
2as first author
4since 2021 · last 2025
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 3 · 2 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 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
3 papers |
Audio and music processing · 81% Rendering · 15% Virtual and augmented reality · 4% | |
| Human-computer interaction and pervasive computing
1 paper |
Ubiquitous computing and smart environments · 100% | |
| Artificial intelligence
1 paper |
Vision and language · 100% |
Topics — the 7 heaviest of 10, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
differentiable rendering |
0.8 | 1 | 2024 | Hearing Anything Anywhere · CVPR 2024 |
Audio and music processing › acoustic simulation
room impulse response rendering |
0.8 | 1 | 2024 | Hearing Anything Anywhere · CVPR 2024 |
Audio and music processing
spatial audio |
0.8 | 1 | 2024 | Hearing Anything Anywhere · CVPR 2024 |
Audio and music processing
computational auditory scene analysis |
0.7 | 1 | 2023 | REALIMPACT: A Dataset of Impact Sound Fields for Real Objects · CVPR 2023 |
Audio and music processing
room acoustics |
0.7 | 1 | 2023 | SoundCam: A Dataset for Finding Humans Using Room Acoustics · NeurIPS 2023 |
Audio and music processing › room acoustics
room impulse response |
0.7 | 1 | 2023 | SoundCam: A Dataset for Finding Humans Using Room Acoustics · NeurIPS 2023 |
Computer vision › Vision and language
audio-visual learning |
0.2 | 1 | 2023 | REALIMPACT: A Dataset of Impact Sound Fields for Real Objects · CVPR 2023 |
Methods — techniques the papers use, named apart from their topics
physics-based simulation · 1.3acoustic simulation · 1.3parametric acoustic modeling · 0.8differentiable rendering · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Subtractive Training for Music Stem Insertion Using Latent Diffusion ModelsabstractWe present Subtractive Training1, a simple and novel method for synthesizing individual musical instrument stems given other instruments as context. This method pairs a dataset of complete music mixes with 1) a variant of the dataset lacking a specific stem, and 2) LLM-generated instructions describing how the missing stem should be reintroduced. We then fine-tune a pre-trained text-to-audio diffusion model to generate the missing instrument stem, guided by both the existing stems and the text instruction. Our results demonstrate Subtractive Training’s efficacy in creating authentic instrument stems that seamlessly blend with the existing tracks. We also show that we can use the text instruction to control the generation of the inserted stem in terms of rhythm, dynamics, and genre, allowing us to modify the style of a single instrument in a full song while keeping the remaining instruments the same. Lastly, we extend this technique to MIDI formats, successfully generating compatible bass, drum, and guitar parts for incomplete arrangements. Ivan Villa-Renteria, Mason L. Wang, Zachary Shah, Neelesh Ramachandran, Mert Pilanci |
ICASSP | 2 |
| 2024 | Hearing Anything AnywhereabstractRecent years have seen immense progress in 3D computer vision and computer graphics, with emerging tools that can virtualize real-world 3D environments for numerous Mixed Reality (XR) applications. However, alongside immersive visual experiences, immersive auditory experiences are equally vital to our holistic perception of an environment. In this paper, we aim to reconstruct the spatial acoustic characteristics of an arbitrary environment given only a sparse set of (roughly 12) room impulse response (RIR) recordings and a planar reconstruction of the scene, a setup that is easily achievable by ordinary users. To this end, we introduce DIFFRIR, a differentiable RIR rendering framework with interpretable parametric models of salient acoustic features of the scene, including sound source directivity and surface reflectivity. This allows us to synthesize novel auditory experiences through the space with any source audio. To evaluate our method, we collect a dataset of RIR recordings and music in four diverse, real environments. We show that our model outperforms state-of-the-art baselines on rendering monaural and binaural RIRs and music at unseen locations, and learns physically interpretable parameters characterizing acoustic properties of the sound source and surfaces in the scene. Mason L. Wang, Ryosuke Sawata, Samuel Clarke, Ruohan Gao, Shangzhe Wu, Jiajun Wu 0001 |
CVPR | 1 |
| 2023 | REALIMPACT: A Dataset of Impact Sound Fields for Real ObjectsabstractObjects make unique sounds under different perturbations, environment conditions, and poses relative to the listener. While prior works have modeled impact sounds and sound propagation in simulation, we lack a standard dataset of impact sound fields of real objects for audio-visual learning and calibration of the sim-to-real gap. We present Realimpact,a large-scale dataset of real object impact sounds recorded under controlled conditions. Re-alimpactcontains 150,000 recordings of impact sounds of 50 everyday objects with detailed annotations, including their impact locations, microphone locations, contact force profiles, material labels, and RGBD images.**The project page and dataset are available at https://samuelpclarke.com/realimpact/ We make preliminary attempts to use our dataset as a reference to current simulation methods for estimating object impact sounds that match the real world. Moreover, we demon-strate the usefulness of our dataset as a testbed for acoustic and audio-visual learning via the evaluation of two bench-mark tasks, including listener location classification and vi-sual acoustic matching. Samuel Clarke, Ruohan Gao, Mason L. Wang, Mark Rau, Julia Xu, Jui-Hsien Wang, Doug L. James, Jiajun Wu 0001 |
CVPR | 3 |
| 2023 | SoundCam: A Dataset for Finding Humans Using Room AcousticsabstractA room’s acoustic properties are a product of the room’s geometry, the objects within the room, and their specific positions. A room’s acoustic properties can be characterized by its impulse response (RIR) between a source and listener location, or roughly inferred from recordings of natural signals present in the room. Variations in the positions of objects in a room can effect measurable changes in the room’s acoustic properties, as characterized by the RIR. Existing datasets of RIRs either do not systematically vary positions of objects in an environment, or they consist of only simulated RIRs. We present SoundCam, the largest dataset of unique RIRs from in-the-wild rooms publicly released to date. It includes 5,000 10-channel real-world measurements of room impulse responses and 2,000 10-channel recordings of music in three different rooms, including a controlled acoustic lab, an in-the-wild living room, and a conference room, with different humans in positions throughout each room. We show that these measurements can be used for interesting tasks, such as detecting and identifying humans, and tracking their positions. Mason L. Wang, Samuel Clarke, Jui-Hsien Wang, Ruohan Gao, Jiajun Wu 0001 |
NeurIPS | 1 |