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Zi-Heng Zhou

dblp:440/0416 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2026
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 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
1 paper
Rendering · 100%

Topics — the 5 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
global illumination
1.012026
Spatial Multiple Importance Sampling for Real-Time Irradiance Probes · IEEE Trans. Vis. Comput. Graph. 2026
Rendering › monte carlo rendering
importance sampling
1.012026
Spatial Multiple Importance Sampling for Real-Time Irradiance Probes · IEEE Trans. Vis. Comput. Graph. 2026
Rendering
monte carlo rendering
1.012026
Spatial Multiple Importance Sampling for Real-Time Irradiance Probes · IEEE Trans. Vis. Comput. Graph. 2026
Rendering › sampling
multiple importance sampling
1.012026
Spatial Multiple Importance Sampling for Real-Time Irradiance Probes · IEEE Trans. Vis. Comput. Graph. 2026
Rendering
real-time rendering
1.012026
Spatial Multiple Importance Sampling for Real-Time Irradiance Probes · IEEE Trans. Vis. Comput. Graph. 2026

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

visibility estimation · 1.0spatial reuse · 1.0
YearPublicationVenuePosition
2026 Spatial Multiple Importance Sampling for Real-Time Irradiance Probes
abstract
Real-time global illumination rendered with low variance remains a persistent challenge. Many engines employ irradiance probes as a relatively cheap technique, but constrained computational budgets often lead to flickering artifacts in rendered images. In this paper, we propose spatial multiple importance sampling, which reuses ray-surface intersection data among real-time irradiance probes to significantly reduce flicker caused by variance, enabling efficient computation in complex scenes under limited ray tracing budgets. Moreover, our approach incorporates a probe selection mechanism to enhance reuse efficiency and a visibility estimation method to mitigate bias. Experimental results demonstrate that our method significantly reduces variance at a fixed ray tracing cost, delivering high-quality, stable outputs in real-time scenarios.
Tuo Chen, Zi-Heng Zhou, Lingqi Yan 0001, Shi-Min Hu 0001
IEEE Trans. Vis. Comput. Graph.2