Demo Data from EDBT 2026 / reviewers in the wild / expert
Chunhui Mei
dblp:81/3679
· DBLP profile ↗
8ranked-venue papers
5as first author
2since 2021 · last 2022
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 5 · 3 first-authorArtificial intelligence and machine learning · 2 · 1 first-author · 1 since 2021Databases, data management, data science and information retrieval · 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 · 56% Computational photography and imaging · 44% |
Topics — the 2 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computational photography and imaging
camera model |
0.1 | 1 | 2006 | Sample-Based Cameras for Feed Forward Reflection Rendering · IEEE Trans. Vis. Comput. Graph. 2006 |
Rendering › light transport
reflection rendering |
0.1 | 1 | 2006 | Sample-Based Cameras for Feed Forward Reflection Rendering · IEEE Trans. Vis. Comput. Graph. 2006 |
Methods — techniques the papers use, named apart from their topics
hardware rasterization · 0.1BSP tree · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | Discrete feedback control for highly nonlinear neutral stochastic delay differential equations with Markovian switching
Chunhui Mei, Mingxuan Shen, Weiyin Fei, Xuerong Mao |
Inf. Sci. | 1 |
| 2021 | Age-structured population model under uncertain environment
Shounian Deng, Chunhui Mei |
Soft Comput. | 3 |
| 2012 | Wave Vibration Analysis of Classical Multi-story Planar Frames
Chunhui Mei |
ICINCO (1) | 1 |
| 2006 | Reflected-Scene Impostors for Realistic Reflections at Interactive RatesabstractAbstract We present a technique for rendering reflections on complex reflectors at interactive rates based on approximating the geometry of the reflected scene with impostors. The reflections correctly convey the distance to the reflector surface and provide motion parallax. Two types of impostors are adapted to the reflections framework: billboards and depth maps. Billboards remove most of the problems of environment mapped reflections at only a small additional cost. Second order reflections are supported by introducing reflective billboards. Higher quality reflections that provide motion parallax within a reflected object are obtained by approximating the reflective geometry with depth maps. The computation of the intersection between a reflected ray and a depth map is accelerated by leveraging epipolar constraints. Like environment mapping, our technique does not pose any restriction on the geometry of the reflector, supports dynamic scenes, and runs at interactive rates with the help of graphics hardware. Categories and Subject Descriptors (ACM CCS): I.3.3. [Computer Graphics]—Three‐Dimensional Graphics and Realism. Voicu Popescu, Chunhui Mei, Jordan Dauble, Elisha Sacks |
Comput. Graph. Forum | 2 |
| 2006 | Sample-Based Cameras for Feed Forward Reflection RenderingabstractThis paper presents sample-based cameras for rendering high quality reflections on convex reflectors at interactive rates. The method supports change of view, moving objects and reflectors, higher order reflections, view-dependent lighting of reflected objects, and reflector surface properties. In order to render reflections with the feed forward graphics pipeline, one has to project reflected vertices. A sample-based camera is a collection of BSP trees of pinhole cameras that jointly approximate the projection function. It is constructed from the reflected rays defined by the desired view and the scene reflectors. A scene point is projected by invoking only the cameras that contain it in their frustums. Reflections are rendered by projecting the scene geometry and then rasterizing in hardware. Voicu Popescu, Elisha Sacks, Chunhui Mei |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2005 | The Occlusion CameraabstractWe introduce the occlusion camera: a non-pinhole camera with 3D distorted rays. Some of the rays sample surfaces that are occluded in the reference view, while the rest sample visible surfaces. The extra samples alleviate disocclusion errors. The silhouette curves are pushed back, so nearly visible samples become visible. A single occlusion camera covers the entire silhouette of an object, whereas many depth images are required to achieve the same effect. Like regular depth images, occlusion-camera images have a single layer thus the number of samples they contain is bounded by the image resolution, and connectivity is defined implicitly. We construct and use occlusion-camera images in hardware. An occlusion-camera image does not guarantee that all disocclusion errors are avoided. Objects with complex geometry are rendered using the union of the samples stored by a planar pinhole camera and an occlusion camera depth image. Categories and Subject Descriptors (according to ACM CCS): I.3.3. [Computer Graphics]—Three-Dimensional Graphics and Realism. Chunhui Mei, Voicu Popescu, Elisha Sacks |
Comput. Graph. Forum | 1 |
| 2004 | Illumination-dependent texture
Chunhui Mei, Fuli Wu, Jiaoying Shi |
Comput. Graph. | 1 |
| 2004 | Rendering with Spherical Radiance Transport MapsabstractAbstract In this paper, we propose a real‐time method for rendering soft shadows and inter‐reflections of dynamic objects under complex illumination. In previous methods, many efforts were taken to acquire occlusion and reflection informations for dynamic scene on the fly, and the result image cannot be generated in real time. In our approach, these informations for each object are pre‐computed and stored in well‐defined Spherical Radiance Transport Maps (SRTMs). For distant complex illumination such as environment illumination and area light source, we decompose the illumination to several hundred directional lights. In rendering, we search in SRTMs for occlusion info which may cause shadows, and reflection info which may cause inter‐reflections. Finally we produce realistic soft shadows and inter‐reflections efficiently. Our method is related with but different from previous Pre‐computed Radiance Transfer techniques which are only suitable for static scene. Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: shading and shadowing Chunhui Mei, Jiaoying Shi, Fuli Wu |
Comput. Graph. Forum | 1 |