Demo Data from EDBT 2026 / reviewers in the wild / expert
Wei-Qi Feng
dblp:382/3383
· DBLP profile ↗
2ranked-venue papers
1as first author
2since 2021 · last 2025
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 2 since 2021Artificial intelligence and machine learning · 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
2 papers |
Rendering · 42% Geometric modeling and processing · 21% Computational photography and imaging · 18% | |
| Artificial intelligence
1 paper |
3D vision · 100% |
Topics — the 6 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
gaussian splatting |
0.9 | 1 | 2025 | GPAvatar: High-fidelity Head Avatars by Learning Efficient Gaussian Projections · CVPR 2025 |
Geometric modeling and processing › 3d reconstruction › avatar reconstruction
head avatar reconstruction |
0.9 | 1 | 2025 | GPAvatar: High-fidelity Head Avatars by Learning Efficient Gaussian Projections · CVPR 2025 |
Rendering
neural rendering |
0.9 | 1 | 2025 | GPAvatar: High-fidelity Head Avatars by Learning Efficient Gaussian Projections · CVPR 2025 |
Computational photography and imaging
illumination modeling |
0.8 | 1 | 2024 | Studying the Effect of Material and Geometry on Perceptual Outdoor Illumination · IEEE Trans. Vis. Comput. Graph. 2024 |
Image and video processing › perceptual image processing
perceptual image analysis |
0.8 | 1 | 2024 | Studying the Effect of Material and Geometry on Perceptual Outdoor Illumination · IEEE Trans. Vis. Comput. Graph. 2024 |
Computer vision › 3D vision › 3d reconstruction
single-view 3d reconstruction |
0.3 | 1 | 2025 | GPAvatar: High-fidelity Head Avatars by Learning Efficient Gaussian Projections · CVPR 2025 |
Methods — techniques the papers use, named apart from their topics
gaussian splatting · 1.7adaptive densification · 1.7statistical analysis · 0.8predictor training · 0.8crowdsourced user study · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | GPAvatar: High-fidelity Head Avatars by Learning Efficient Gaussian ProjectionsabstractExisting radiance field-based head avatar methods have mostly relied on pre-computed explicit priors (e.g., mesh, point) or neural implicit representations, making it challenging to achieve high fidelity with both computational efficiency and low memory consumption. To overcome this, we present GPAvatar, a novel and efficient Gaussian splatting-based method for reconstructing high-fidelity dynamic 3D head avatars from monocular videos. We extend Gaussians in 3D space to a high-dimensional embedding space encompassing Gaussian’s spatial position and avatar expression, enabling the representation of the head avatar with arbitrary pose and expression. To enable splatting-based rasterization, a linear transformation is learned to project each high-dimensional Gaussian back to the 3D space, which is sufficient to capture expression variations instead of using complex neural networks. Furthermore, we propose an adaptive densification strategy that dynamically allocates Gaussians to regions with high expression variance, improving the facial detail representation. Experimental results on three datasets show that our method outperforms existing state-of-the-art methods in rendering quality and speed while reducing memory usage in training and rendering. Wei-Qi Feng, Ze-Kang Zhou, Shunkai Li, Pengfei Wan 0001, Di Zhang 0026, Miao Wang 0004 |
CVPR | 1 |
| 2024 | Studying the Effect of Material and Geometry on Perceptual Outdoor IlluminationabstractUnderstanding and modeling perceived properties of sky-dome illumination is an important but challenging problem due to the interplay of several factors such as the materials and geometries of the objects present in the scene being observed. Existing models of sky-dome illumination focus on the physical properties of the sky. However, these parametric models often do not align well with the properties perceived by a human observer. In this work, drawing inspiration from the Hosek-Wilkie sky-dome model, we investigate the perceptual properties of outdoor illumination. For this purpose, we perform a large-scale user study via crowdsourcing to collect a dataset of perceived illumination properties (scattering, glare, and brightness) for different combinations of geometries and materials under a variety of outdoor illuminations, totaling 5,000 distinct images. We perform a thorough statistical analysis of the collected data which reveals several interesting effects. For instance, our analysis shows that when there are objects in the scene made of rough materials, the perceived scattering of the sky increases. Furthermore, we utilize our extensive collection of images and their corresponding perceptual attributes to train a predictor. This predictor, when provided with a single image as input, generates an estimation of perceived illumination properties that align with human perceptual judgments. Accurately estimating perceived illumination properties can greatly enhance the overall quality of integrating virtual objects into real scene photographs. Consequently, we showcase various applications of our predictor. For instance, we demonstrate its utility as a luminance editing tool for showcasing virtual objects in outdoor scenes. Miao Wang 0004, Jinchao Zhou, Wei-Qi Feng, Yu-Zhu Jiang, Ana Serrano |
IEEE Trans. Vis. Comput. Graph. | 3 |