Demo Data from EDBT 2026 / reviewers in the wild / expert
Hongze Chen
dblp:389/4207
· DBLP profile ↗
1ranked-venue papers
1as first author
1since 2021 · last 2025
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial 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
1 paper |
Rendering · 86% Geometric modeling and processing · 14% |
Topics — the 7 heaviest of 7, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering › gaussian splatting
3d gaussian splatting |
0.9 | 1 | 2025 | GI-GS: Global Illumination Decomposition on Gaussian Splatting for Inverse Rendering · ICLR 2025 |
Geometric modeling and processing
3d reconstruction |
0.9 | 1 | 2025 | GI-GS: Global Illumination Decomposition on Gaussian Splatting for Inverse Rendering · ICLR 2025 |
Rendering
global illumination |
0.9 | 1 | 2025 | GI-GS: Global Illumination Decomposition on Gaussian Splatting for Inverse Rendering · ICLR 2025 |
Rendering
inverse rendering |
0.9 | 1 | 2025 | GI-GS: Global Illumination Decomposition on Gaussian Splatting for Inverse Rendering · ICLR 2025 |
Rendering
neural rendering |
0.9 | 1 | 2025 | GI-GS: Global Illumination Decomposition on Gaussian Splatting for Inverse Rendering · ICLR 2025 |
Rendering
novel view synthesis |
0.9 | 1 | 2025 | GI-GS: Global Illumination Decomposition on Gaussian Splatting for Inverse Rendering · ICLR 2025 |
Rendering
physically based rendering |
0.9 | 1 | 2025 | GI-GS: Global Illumination Decomposition on Gaussian Splatting for Inverse Rendering · ICLR 2025 |
Methods — techniques the papers use, named apart from their topics
path tracing · 0.9gaussian splatting · 0.9deferred shading · 0.9
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | GI-GS: Global Illumination Decomposition on Gaussian Splatting for Inverse RenderingabstractWe present GI-GS, a novel inverse rendering framework that leverages 3D Gaussian Splatting (3DGS) and deferred shading to achieve photo-realistic novel view synthesis and relighting. In inverse rendering, accurately modeling the shading processes of objects is essential for achieving high-fidelity results. Therefore, it is critical to incorporate global illumination to account for indirect lighting that reaches an object after multiple bounces across the scene. Previous 3DGS-based methods have attempted to model indirect lighting by characterizing indirect illumination as learnable lighting volumes or additional attributes of each Gaussian, while using baked occlusion to represent shadow effects. These methods, however, fail to accurately model the complex physical interactions between light and objects, making it impossible to construct realistic indirect illumination during relighting. To address this limitation, we propose to calculate indirect lighting using efficient path tracing with deferred shading. In our framework, we first render a G-buffer to capture the detailed geometry and material properties of the scene. Then, we perform physically-based rendering (PBR) only for direct lighting. With the G-buffer and previous rendering results, the indirect lighting can be calculated through a lightweight path tracing. Our method effectively models indirect lighting under any given lighting conditions, thereby achieving better novel view synthesis and competitive relighting. Quantitative and qualitative results show that our GI-GS outperforms existing baselines in both rendering quality and efficiency. Project page: https://stopaimme.github.io/GI-GS-site/. Hongze Chen, Zehong Lin, Jun Zhang 0004 |
ICLR | 1 |