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Jiahui Lyu

dblp:274/7092 · DBLP profile ↗
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2ranked-venue papers
1as first author
1since 2021 · last 2023
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 1 since 2021Human-computer interaction and ubiquitous 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
Rendering · 56% Geometric modeling and processing · 44%
Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 100%

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

TopicWeightPapersLastEvidence papers
Rendering
image-based rendering
0.712023
Where to Render: Studying Renderability for IBR of Large-Scale Scenes · VR 2023
Geometric modeling and processing
3d reconstruction
0.412020
Differentiable refraction-tracing for mesh reconstruction of transparent objects · ACM Trans. Graph. 2020
Rendering
differentiable rendering
0.412020
Differentiable refraction-tracing for mesh reconstruction of transparent objects · ACM Trans. Graph. 2020
Geometric modeling and processing › 3d reconstruction
transparent object reconstruction
0.412020
Differentiable refraction-tracing for mesh reconstruction of transparent objects · ACM Trans. Graph. 2020
Immersive interaction › telepresence
immersive telepresence
0.212023
Where to Render: Studying Renderability for IBR of Large-Scale Scenes · VR 2023

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

viewpoint selection · 1.3trajectory planning · 1.3mesh optimization · 0.4differentiable ray tracing · 0.4
YearPublicationVenuePosition
2023 Where to Render: Studying Renderability for IBR of Large-Scale Scenes
abstract
Image-based rendering (IBR) technique enables presenting real scenes interactively to viewers and hence is a key component for implementing VR telepresence. The quality of IBR results depends on the set of pre-captured views, the rendering algorithm used, and the camera parameters of the novel view to be synthesized. Numerous methods were proposed for optimizing the set of captured images and enhancing the rendering algorithms. However, from which regions IBR methods can synthesize satisfactory results is not yet well studied. In this work, we introduce the concept of renderability, which predicts the quality of IBR results at any given viewpoint and view direction. Consequently, the renderability values evaluated for the 5D camera parameter space form a field, which effectively guides viewpoint/trajectory selection for IBR, especially for challenging large-scale 3D scenes. To demonstrate this capability, we designed 2 VR applications: a path planner that allows users to navigate through sparsely captured scenes with controllable rendering quality and a view selector that provides an overview for a scene from diverse and high quality perspectives. We believe the renderability concept, the proposed evaluation method, and the suggested applications will motivate and facilitate the use of IBR in various interactive settings.
Zimu Yi, Ke Xie 0001, Jiahui Lyu, Minglun Gong, Hui Huang 0004
VR3
2020 Differentiable refraction-tracing for mesh reconstruction of transparent objects
abstract
Capturing the 3D geometry of transparent objects is a challenging task, ill-suited for general-purpose scanning and reconstruction techniques, since these cannot handle specular light transport phenomena. Existing state-of-the-art methods, designed specifically for this task, either involve a complex setup to reconstruct complete refractive ray paths, or leverage a data-driven approach based on synthetic training data. In either case, the reconstructed 3D models suffer from over-smoothing and loss of fine detail. This paper introduces a novel, high precision, 3D acquisition and reconstruction method for solid transparent objects. Using a static background with a coded pattern, we establish a mapping between the camera view rays and locations on the background. Differentiable tracing of refractive ray paths is then used to directly optimize a 3D mesh approximation of the object, while simultaneously ensuring silhouette consistency and smoothness. Extensive experiments and comparisons demonstrate the superior accuracy of our method.
Jiahui Lyu, Bojian Wu, Dani Lischinski, Daniel Cohen-Or, Hui Huang 0004
ACM Trans. Graph.1