Demo Data from SIGIR 2026 / reviewers in the wild / expert
Ze Wu 0006
dblp:235/9936-6
· DBLP profile ↗
5ranked-venue papers
2as first author
5since 2021 · last 2026
0009-0006-6647-4665ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 4 · 2 first-author · 4 since 2021Databases, data management, data science and information retrieval · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 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
2 papers |
Image and video coding · 50% Virtual and augmented reality · 38% Multimedia systems and quality of experience · 12% | |
| Computer networks
2 papers |
Content delivery and video streaming · 62% Transport protocols and congestion control · 38% | |
| Artificial intelligence
1 paper |
Reinforcement learning · 100% |
Topics — the 9 heaviest of 12, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Image and video coding › video compression › perceptual video coding
foveated video compression |
2.0 | 2 | 2026 | Saliency-Guided Foveated Video Encoding for Low-Latency and Immersive Cloud VR · IEEE Trans. Vis. Comput. Graph. 2026 Frame Complexity-Aware Foveated Video Encoding for Real-time High-Quality Streaming · VR 2026 |
Virtual and augmented reality
immersive streaming |
1.0 | 1 | 2026 | Frame Complexity-Aware Foveated Video Encoding for Real-time High-Quality Streaming · VR 2026 |
Virtual and augmented reality
virtual reality |
1.0 | 1 | 2026 | Saliency-Guided Foveated Video Encoding for Low-Latency and Immersive Cloud VR · IEEE Trans. Vis. Comput. Graph. 2026 |
Content delivery and video streaming
immersive video streaming |
1.0 | 1 | 2026 | FovRL: Joint Foveation and Quality Control for Immersive VR Streaming Using Reinforcement Learning · WWW 2026 |
Image and video coding › image quality assessment
perceptual image quality |
0.3 | 1 | 2026 | Saliency-Guided Foveated Video Encoding for Low-Latency and Immersive Cloud VR · IEEE Trans. Vis. Comput. Graph. 2026 |
Image and video coding › video compression
perceptual video coding |
0.3 | 1 | 2026 | Frame Complexity-Aware Foveated Video Encoding for Real-time High-Quality Streaming · VR 2026 |
Multimedia systems and quality of experience › video streaming
real-time streaming |
0.3 | 1 | 2026 | Frame Complexity-Aware Foveated Video Encoding for Real-time High-Quality Streaming · VR 2026 |
Multimedia systems and quality of experience
video streaming |
0.3 | 1 | 2026 | Frame Complexity-Aware Foveated Video Encoding for Real-time High-Quality Streaming · VR 2026 |
Transport protocols and congestion control
congestion control evaluation |
0.3 | 1 | 2025 | Congestion Control for VR Cloud Gaming: Integration and Comparison in Real VR Gaming Environment · ACM Multimedia 2025 |
Methods — techniques the papers use, named apart from their topics
reinforcement learning · 2.0foveated encoding · 2.0adaptive bitrate · 2.0weighted complexity estimation · 1.0saliency inference · 1.0deep neural network · 1.0GPU-accelerated compute shader · 1.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Frame Complexity-Aware Foveated Video Encoding for Real-time High-Quality StreamingabstractVR streaming and VR cloud gaming require high-resolution video streaming to provide users with high quality visual experience and maximize their interaction and immersion. Consequently, the video streams have a high bitrate and require a large amount of available bandwidth. Foveated video encoding (FVE) reduces bandwidth demand by selectively allocating higher quality to perceptually relevant regions based on human visual characteristics. However, scenes with high spatial detail or rapid motion introduce spatial and temporal frame complexities. Conventional video encoding assesses complexity and manages quality and bitrate through an internal rate-control mechanism. However, the SoTA FVE methods perform the quality allocation process after the rate control has already run. This may lead to rate violations and, consequently, under-or overutilization of available bandwidth, which in turn causes increased latency and/or reduced visual quality. In this paper, we present a real-time complexity-adaptive FVE method that minimizes computational latency using a GPU-accelerated compute shader. By prioritizing key spatial and temporal complexity variables, our weighted complexity estimation optimizes quality assignment. Our method outperforms the complexity-agnostic FVE benchmark with 44-78% greater bitrate stability, 21% lower latency, and 7% higher perceptual quality. It also surpasses the partial complexity-aware FVE benchmark, delivering 18-94% better network utilization alongside a 7% latency reduction and a 4-5% gain in quality. Our method also ensures generalizability across diverse scenarios. Ze Wu 0006, Ahmad Yousef Alhilal, Yuk Hang Tsui, Matti Siekkinen, Pan Hui 0001 |
VR | 1 |
| 2026 | FovRL: Joint Foveation and Quality Control for Immersive VR Streaming Using Reinforcement LearningabstractVR cloud gaming promises immersive experiences, yet its realization is critically challenged by the trade-off between stringent latency requirements and high visual quality under unpredictable network conditions. Existing heuristic adaptive bitrate and foveation approaches lack adaptability to highly dynamic mobile networks. This results in a suboptimal trade-off between bandwidth usage and visual quality. While data-driven approaches (i.e., reinforcement learning, RL) have been successful in video streaming, their application to VR cloud gaming poses particular challenges. The stringent demands for high resolution and frame rate, and ultra-low latency are compounded by the necessity for fine-grained, per-frame inference to adapt to rapid changes in user gaze and network conditions. This work introduces FovRL, an RL framework for jointly optimizing foveation parameters and bitrate allocation in response to real-time network throughput. Our work pioneers the application of RL for real-time foveated encoding in immersive VR cloud gaming. Evaluations over real-world networks reveal that FovRL enhances bitrate adaptability to deliver superior perceptual visual quality, while maintaining latency comparable to the SoTA. Yuk Hang Tsui, Ze Wu 0006, Ahmad Yousef Alhilal, Matti Siekkinen, Pan Hui 0001 |
WWW | 2 |
| 2026 | Saliency-Guided Foveated Video Encoding for Low-Latency and Immersive Cloud VRabstractIn cloud virtual reality (VR), delivering high perceptual visual quality under constrained wireless bandwidth remains a pivotal challenge. Foveated video encoding (FVE) copes with this by human vision-driven quality allocation, reducing bandwidth demand while preserving high visual fidelity for immersive VR streaming. However, existing FVE methods are content-independent, relying exclusively on gaze position and predefined quality degradation profiles. Thus, they fall short in modeling the intricate mechanisms of human attention. This leads to suboptimal quality distribution for visual saliency stimuli, causing perceptible artifacts and degraded perceptual quality. In this paper, we introduce a novel AI-driven streaming framework that incorporates visual saliency cues, defined as the innate capacity of scene elements to attract attention, into the video encoding pipeline. To meet the stringent low-latency demands of immersive VR, we propose a lightweight deep neural network for saliency inference, reducing computational complexity (FLOPs) by 48× compared to prior models while maintaining comparable accuracy. We integrate our pipeline into an open-source cloud VR gaming platform and conduct comprehensive experiments. Evaluation results demonstrate that our approach enhances perceptual visual quality by 22.98% compared to SoTA systems. Our IRB-approved user study shows that the saliency-guided FVE pipeline achieves superior visual quality and spatial smoothness while significantly reducing noticeable artifacts introduced by gaze-exclusive FVE. The project source code is available at https://github.com/WuZemyp/SaliencyFov. Ze Wu 0006, Ahmad Yousef Alhilal, Yuk Hang Tsui, Wen Jye Chai, Matti Siekkinen, Pan Hui 0001 |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2025 | Congestion Control for VR Cloud Gaming: Integration and Comparison in Real VR Gaming EnvironmentabstractVirtual reality (VR) cloud gaming is increasingly developing in the gaming industry. Yet, the performance of the congestion control algorithms on top of which these systems build remains under-explored. In this study, we implement two industry-standard network congestion control algorithms, Google Congestion Control (GCC) and Network-Assisted Dynamic Adaptation (NADA), according to their Requests for Comments (RFCs), and integrate them into an open-source VR gaming system (ALVR). Including ALVR's congestion control (ALVR-ABR), we conduct extensive experiments on real-world networks to evaluate each algorithm's frame latency, target-to-receiving bitrate gap, dropped frames, image quality, and fairness among heterogeneous competing flows. GCC decreases frame latency by 352ABR present significant gaps between the selected and received bitrate, causing substantial congestion-induced frame drops, while GCC has a minimal gap, resulting in minor frame drops, suggesting its suitability for game-player interaction. GCC exhibits a 2.7ABR, respectively, indicating slight immersion degradation. However, only NADA ensures a fair bandwidth share against loss-based flows due to its bitrate response to loss-induced congestion signals and lower sensitivity to delay gradients compared to GCC. Ahmad Yousef Alhilal, Ze Wu 0006, Teemu Kämäräinen, Tristan Braud, Matti Siekkinen |
ACM Multimedia | 2 |
| 2024 | FovOptix: Human Vision-Compatible Video Encoding and Adaptive Streaming in VR Cloud GamingabstractVR cloud gaming enables users to play high-end VR games on lightweight devices by offloading rendering tasks to cloud servers. Despite video compression, high-definition video streaming requires substantial data transfer rates. Foveated rendering (FR) and video encoding (FVE) leverage the non-uniform perception of the human visual system to reduce computing and bandwidth demand. They enhance visual quality in central gaze regions and reduce it in the periphery. However, bandwidth variation may hinder the provision of smooth VR gaming experiences. We present FovOptix, a system that combines FR with adaptive FVE to deliver video stream at a lower yet adaptive bitrate while not compromising the perceived video quality. FovOptix is based on a game-agnostic open-source to ensure reproducibility and compatibility with various games. We evaluate FovOptix against benchmarks using 5G mobile network traces. FovOptix achieves a latency reduction of 3% compared to the Google standard and a significant +100% reduction compared to other solutions. Additionally, it enhances the visual quality within the player's region of interest. Consequently, FovOptix attains the highest playability and gaming scores while minimizing the severity of motion sickness. FovOptix thus offers smooth and accessible VR cloud gaming for a wider range of players. Ahmad Yousef Alhilal, Ze Wu 0006, Yuk Hang Tsui, Pan Hui 0001 |
MMSys | 2 |