Demo Data from EDBT 2026 / reviewers in the wild / expert
Yahan Zhou
dblp:85/8495
· DBLP profile ↗
8ranked-venue papers
5as first author
0since 2021 · last 2016
0000-0001-5808-2801ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 7 · 4 first-authorArtificial intelligence and machine learning · 1 · 1 first-authorDatabases, data management, data science and information retrieval · 1 · 1 first-author
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
4 papers |
Rendering · 52% Geometric modeling and processing · 38% Computational fabrication · 10% | |
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
GPUs and heterogeneous computing · 100% |
Topics — the 11 heaviest of 12, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
sampling |
0.4 | 2 | 2015 | Blue noise sampling using an SPH-based method · ACM Trans. Graph. 2015 Point sampling with general noise spectrum · ACM Trans. Graph. 2012 |
Rendering › sampling
adaptive sampling |
0.2 | 1 | 2015 | Blue noise sampling using an SPH-based method · ACM Trans. Graph. 2015 |
Rendering › sampling
blue noise sampling |
0.2 | 1 | 2015 | Blue noise sampling using an SPH-based method · ACM Trans. Graph. 2015 |
Geometric modeling and processing
point distribution |
0.2 | 1 | 2015 | Blue noise sampling using an SPH-based method · ACM Trans. Graph. 2015 |
Geometric modeling and processing
shape decomposition |
0.2 | 1 | 2014 | Boxelization: folding 3D objects into boxes · ACM Trans. Graph. 2014 |
Geometric modeling and processing › shape representation
voxelization |
0.2 | 1 | 2014 | Boxelization: folding 3D objects into boxes · ACM Trans. Graph. 2014 |
Rendering › sampling
point sampling |
0.1 | 1 | 2012 | Point sampling with general noise spectrum · ACM Trans. Graph. 2012 |
GPUs and heterogeneous computing
GPU computing |
0.0 | 1 | 2012 | Point sampling with general noise spectrum · ACM Trans. Graph. 2012 |
GPUs and heterogeneous computing › GPU computing
GPU implementation |
0.0 | 1 | 2012 | Point sampling with general noise spectrum · ACM Trans. Graph. 2012 |
Geometric modeling and processing › curve fitting
curve interpolation |
0.0 | 1 | 2003 | Angular interpolation of bi-parameter curves · Comput. Aided Des. 2003 |
Geometric modeling and processing
orientation interpolation |
0.0 | 1 | 2003 | Angular interpolation of bi-parameter curves · Comput. Aided Des. 2003 |
Methods — techniques the papers use, named apart from their topics
gradient descent solver · 0.3fourier spectrum matching · 0.3differential distribution function · 0.3smoothed particle hydrodynamics · 0.2lloyd's relaxation · 0.2capacity-constrained voronoi tessellation · 0.2voxel-tree search · 0.2folding sequence computation · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2016 | Direct shape optimization for strengthening 3D printable objectsabstractAbstract Recently there has been an increasing demand for software that can help designers create functional 3D objects with required physical strength. We introduce a generic and extensible method that directly optimizes a shape subject to physical and geometric constraints. Given an input shape, our method optimizes directly its input mesh representation until it can withstand specified external forces, while remaining similar to the original shape. Our method performs physics simulation and shape optimization together in a unified framework, where the physics simulator is an integral part of the optimizer. We employ geometric constraints to preserve surface details and shape symmetry, and adapt a second‐order method with analytic gradients to improve convergence and computation time. Our method provides several advantages over previous work, including the ability to handle general shape deformations, preservation of surface details, and incorporation of user‐defined constraints. We demonstrate the effectiveness of our method on a variety of prinTable 3D objects through detailed simulations as well as physical validations. Yahan Zhou, Evangelos Kalogerakis, Rui Wang 0003, Ian R. Grosse |
Comput. Graph. Forum | 1 |
| 2015 | Blue noise sampling using an SPH-based methodabstractWe propose a novel algorithm for blue noise sampling inspired by the Smoothed Particle Hydrodynamics (SPH) method. SPH is a well-known method in fluid simulation -- it computes particle distributions to minimize the internal pressure variance. We found that this results in sample points (i.e., particles) with a high quality blue-noise spectrum. Inspired by this, we tailor the SPH method for blue noise sampling. Our method achieves fast sampling in general dimensions for both surfaces and volumes. By varying a single parameter our method can generate a variety of blue noise samples with different distribution properties, ranging from Lloyd's relaxation to Capacity Constrained Voronoi Tessellations (CCVT). Our method is fast and supports adaptive sampling and multi-class sampling. We have also performed experimental studies of the SPH kernel and its influence on the distribution properties of samples. We demonstrate with examples that our method can generate a variety of controllable blue noise sample patterns, suitable for applications such as image stippling and re-meshing. Min Jiang 0001, Yahan Zhou, Rui Wang 0003, Richard Southern, Jian J. Zhang 0001 |
ACM Trans. Graph. | 2 |
| 2014 | Boxelization: folding 3D objects into boxesabstractWe present a method for transforming a 3D object into a cube or a box using a continuous folding sequence. Our method produces a single, connected object that can be physically fabricated and folded from one shape to the other. We segment the object into voxels and search for a voxel-tree that can fold from the input shape to the target shape. This involves three major steps: finding a good voxelization, finding the tree structure that can form the input and target shapes' configurations, and finding a non-intersecting folding sequence. We demonstrate our results on several input 3D objects and also physically fabricate some using a 3D printer. Yahan Zhou, Shinjiro Sueda, Wojciech Matusik, Ariel Shamir |
ACM Trans. Graph. | 1 |
| 2013 | Scene Text Segmentation via Inverse RenderingabstractRecognizing text in natural photographs that contain specular highlights and focal blur is a challenging problem. In this paper we describe a new text segmentation method based on inverse rendering, i.e. decomposing an input image into basic rendering elements. Our technique uses iterative optimization to solve the rendering parameters, including light source, material properties (e.g. diffuse/specular reflectance and shininess) as well as blur kernel size. We combine our segmentation method with a recognition component and show that by accounting for the rendering parameters, our approach achieves higher text recognition accuracy than previous work, particularly in the presence of color changes and image blur. In addition, the derived rendering parameters can be used to synthesize new text images that imitate the appearance of an existing image. Yahan Zhou, Jacqueline L. Feild, Erik G. Learned-Miller, Rui Wang 0003 |
ICDAR | 1 |
| 2013 | Implicit Integration for Particle-based Simulation of Elasto-Plastic SolidsabstractAbstract We present a novel particle‐based method for stable simulation of elasto‐plastic materials. The main contribution of our method is an implicit numerical integrator, using a physically‐based model, for computing particles that undergo both elastic and plastic deformations. The main advantage of our implicit integrator is that it allows the use of large time steps while still preserving stable and physically plausible simulation results. As a key component of our algorithm, at each time step we compute the particle positions and velocities based on a sparse linear system, which we solve efficiently on the graphics hardware. Compared to existing techniques, our method allows for a much wider range of stiffness and plasticity settings. In addition, our method can significantly reduce the computation cost for certain range of material types. We demonstrate fast and stable simulations for a variety of elasto‐plastic materials, ranging from highly stiffelastic materials to highly plastic ones. Yahan Zhou, Zhaoliang Lun, Evangelos Kalogerakis, Rui Wang 0003 |
Comput. Graph. Forum | 1 |
| 2012 | Accurate Translucent Material Rendering under Spherical Gaussian LightsabstractAbstract In this paper we present a new algorithm for accurate rendering of translucent materials under Spherical Gaussian (SG) lights. Our algorithm builds upon the quantized‐diffusion BSSRDF model recently introduced in [ dI11 ]. Our main contribution is an efficient algorithm for computing the integral of the BSSRDF with an SG light. We incorporate both single and multiple scattering components. Our model improves upon previous work by accounting for the incident angle of each individual SG light. This leads to more accurate rendering results, notably elliptical profiles from oblique illumination. In contrast, most existing models only consider the total irradiance received from all lights, hence can only generate circular profiles. Experimental results show that our method is suitable for rendering of translucent materials under finite‐area lights or environment lights that can be approximated by a small number of SGs. Lingqi Yan 0001, Yahan Zhou, Kun Xu 0003, Rui Wang 0003 |
Comput. Graph. Forum | 2 |
| 2012 | Point sampling with general noise spectrumabstractPoint samples with different spectral noise properties (often defined using color names such as white, blue, green, and red) are important for many science and engineering disciplines including computer graphics. While existing techniques can easily produce white and blue noise samples, relatively little is known for generating other noise patterns. In particular, no single algorithm is available to generate different noise patterns according to user-defined spectra. In this paper, we describe an algorithm for generating point samples that match a user-defined Fourier spectrum function. Such a spectrum function can be either obtained from a known sampling method, or completely constructed by the user. Our key idea is to convert the Fourier spectrum function into a differential distribution function that describes the samples' local spatial statistics; we then use a gradient descent solver to iteratively compute a sample set that matches the target differential distribution function. Our algorithm can be easily modified to achieve adaptive sampling, and we provide a GPU-based implementation. Finally, we present a variety of different sample patterns obtained using our algorithm, and demonstrate suitable applications. Yahan Zhou, Li-Yi Wei, Rui Wang 0003 |
ACM Trans. Graph. | 1 |
| 2003 | Angular interpolation of bi-parameter curves
Hai-Yin Xu, Yahan Zhou, Jian J. Zhang 0001 |
Comput. Aided Des. | 2 |