EDBT 2026 Demo / reviewers in the wild / expert
Jingzhen Lan
dblp:385/6433
· DBLP profile ↗
3ranked-venue papers
0as first author
3since 2021 · last 2025
0009-0008-5272-9705ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 since 2021Human-computer interaction and ubiquitous 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
2 papers |
Rendering · 75% Virtual and augmented reality · 25% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
real-time rendering |
1.1 | 2 | 2025 | StereoFG: Generating Stereo Frames from Centered Feature Stream · SIGGRAPH Asia 2025 LightFormer: Light-Oriented Global Neural Rendering in Dynamic Scene · ACM Trans. Graph. 2024 |
Virtual and augmented reality › immersive rendering
VR rendering |
0.9 | 1 | 2025 | StereoFG: Generating Stereo Frames from Centered Feature Stream · SIGGRAPH Asia 2025 |
Rendering
global illumination |
0.8 | 1 | 2024 | LightFormer: Light-Oriented Global Neural Rendering in Dynamic Scene · ACM Trans. Graph. 2024 |
Rendering
neural rendering |
0.8 | 1 | 2024 | LightFormer: Light-Oriented Global Neural Rendering in Dynamic Scene · ACM Trans. Graph. 2024 |
Methods — techniques the papers use, named apart from their topics
neural network · 0.9frame interpolation · 0.9virtual point lights · 0.8pixel-light attention mechanism · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | StereoFG: Generating Stereo Frames from Centered Feature StreamabstractIn recent years, the community has seen the emergence of neural-based super-resolution and frame generation techniques. These methods have effectively sped up high-resolution rendering by exploiting the spatial and temporal coherence between sequential frames, but none of them are designed specifically for improving the rendering performance in VR applications, where stereo rendering doubles the rendering cost. Chenyu Zuo, Yazhen Yuan, Zhizhen Wu, Jingzhen Lan, Ming Fu, Yuchi Huo, Rui Wang 0004 |
SIGGRAPH Asia | 5 |
| 2025 | Ultra-High Resolution Facial Texture Reconstruction from a Single ImageabstractAdvances in mobile cameras have made it easier to capture ultra-high resolution (UHR) portraits. However, existing face reconstruction methods lack specific adaptations for UHR input (e.g., 4096 × 4096), leading to under-use of high-frequency details that are crucial for achieving photorealistic rendering. Our method supports 4096 × 4096 UHR input and utilizes a divide-and-conquer approach for end-to-end 4K albedo, micronormal, and specular texture reconstruction at the original resolution. We employ a two-stage strategy to capture both global distributions and local high-frequency details, effectively mitigating mosaic and seam artifacts common in patch-based prediction. Additionally, we innovatively apply hash encoding to facial U-V coordinates to boost the model’s ability to learn regional high-frequency feature distributions. Our method can be easily incorporated in state-of-the-art facial geometry reconstruction pipelines, significantly improving the texture reconstruction quality, facilitating artistic creation workflows. Hongxiang Huang, Guoyuan An, Jingzhen Lan, Qi Wang 0111, Rui Wang 0004, Yuchi Huo |
Comput. Vis. Media | 3 |
| 2024 | LightFormer: Light-Oriented Global Neural Rendering in Dynamic SceneabstractThe generation of global illumination in real time has been a long-standing challenge in the graphics community, particularly in dynamic scenes with complex illumination. Recent neural rendering techniques have shown great promise by utilizing neural networks to represent the illumination of scenes and then decoding the final radiance. However, incorporating object parameters into the representation may limit their effectiveness in handling fully dynamic scenes. This work presents a neural rendering approach, dubbed LightFormer , that can generate realistic global illumination for fully dynamic scenes, including dynamic lighting, materials, cameras, and animated objects, in real time. Inspired by classic many-lights methods, the proposed approach focuses on the neural representation of light sources in the scene rather than the entire scene, leading to the overall better generalizability. The neural prediction is achieved by leveraging the virtual point lights and shading clues for each light. Specifically, two stages are explored. In the light encoding stage, each light generates a set of virtual point lights in the scene, which are then encoded into an implicit neural light representation, along with screen-space shading clues like visibility. In the light gathering stage, a pixel-light attention mechanism composites all light representations for each shading point. Given the geometry and material representation, in tandem with the composed light representations of all lights, a lightweight neural network predicts the final radiance. Experimental results demonstrate that the proposed LightFormer can yield reasonable and realistic global illumination in fully dynamic scenes with real-time performance. Haocheng Ren, Yuchi Huo, Yifan Peng 0001, Hongtao Sheng, Weidong Xue, Hongxiang Huang, Jingzhen Lan, Rui Wang 0004, Hujun Bao |
ACM Trans. Graph. | 7 |