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Sizhuo Zhou

dblp:401/8425 · DBLP profile ↗
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1ranked-venue papers
1as first author
1since 2021 · last 2026
0009-0001-1147-4469ORCID · reported

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 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 · 70% Geometric modeling and processing · 30%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › global illumination
caustics rendering
1.012026
Computational Caustic Design for Surface Light Source · IEEE Trans. Vis. Comput. Graph. 2026
Geometric modeling and processing › computer-aided design › computer-aided geometric design
freeform surface design
1.012026
Computational Caustic Design for Surface Light Source · IEEE Trans. Vis. Comput. Graph. 2026
Rendering
physically based rendering
1.012026
Computational Caustic Design for Surface Light Source · IEEE Trans. Vis. Comput. Graph. 2026
Rendering
differentiable rendering
0.312026
Computational Caustic Design for Surface Light Source · IEEE Trans. Vis. Comput. Graph. 2026

Methods — techniques the papers use, named apart from their topics

flux-based light transport · 1.0differentiable rendering · 1.0contraction mapping · 1.0
YearPublicationVenuePosition
2026 Computational Caustic Design for Surface Light Source
abstract
Designing freeform surfaces to control light based on real-world illumination patterns is challenging, as existing caustic lens designs often assume oversimplified point or parallel light sources. We propose representing surface light sources using an optimized set of point sources, whose parameters are fitted to the real light source's illumination using a novel differentiable rendering framework. Our physically-based rendering approach simulates light transmission using flux, without requiring prior knowledge of the light source's intensity distribution. To efficiently explore the light source parameter space during optimization, we apply a contraction mapping that converts the constrained problem into an unconstrained one. Using the optimized light source model, we then design the freeform lens shape considering flux consistency and normal integrability. Simulations and physical experiments show our method more accurately represents real surface light sources compared to point-source approximations, yielding caustic lenses that produce images closely matching the target light distributions.
Sizhuo Zhou, Yuou Sun, Bailin Deng, Juyong Zhang
IEEE Trans. Vis. Comput. Graph.1