Demo Data from EDBT 2026 / reviewers in the wild / expert
Zi-Heng Zhou
dblp:440/0416
· DBLP profile ↗
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
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
global illumination |
1.0 | 1 | 2026 | Spatial Multiple Importance Sampling for Real-Time Irradiance Probes · IEEE Trans. Vis. Comput. Graph. 2026 |
Rendering › monte carlo rendering
importance sampling |
1.0 | 1 | 2026 | Spatial Multiple Importance Sampling for Real-Time Irradiance Probes · IEEE Trans. Vis. Comput. Graph. 2026 |
Rendering
monte carlo rendering |
1.0 | 1 | 2026 | Spatial Multiple Importance Sampling for Real-Time Irradiance Probes · IEEE Trans. Vis. Comput. Graph. 2026 |
Rendering › sampling
multiple importance sampling |
1.0 | 1 | 2026 | Spatial Multiple Importance Sampling for Real-Time Irradiance Probes · IEEE Trans. Vis. Comput. Graph. 2026 |
Rendering
real-time rendering |
1.0 | 1 | 2026 | 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
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Spatial Multiple Importance Sampling for Real-Time Irradiance ProbesabstractReal-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 |