Demo Data from SIGIR 2026 / reviewers in the wild / expert
Yang Xu 0092
dblp:61/3906-92
· DBLP profile ↗
2ranked-venue papers
2as first author
2since 2021 · last 2023
—ORCID · unresolved
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 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 · 87% Virtual and augmented reality · 13% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
global illumination |
0.7 | 1 | 2023 | Delta Path Tracing for Real-Time Global Illumination in Mixed Reality · VR 2023 |
Rendering › global illumination
real-time global illumination |
0.7 | 1 | 2023 | Delta Path Tracing for Real-Time Global Illumination in Mixed Reality · VR 2023 |
Virtual and augmented reality
mixed reality |
0.2 | 1 | 2023 | Delta Path Tracing for Real-Time Global Illumination in Mixed Reality · VR 2023 |
Methods — techniques the papers use, named apart from their topics
multiple importance sampling · 0.7monte carlo path tracing · 0.7hardware-accelerated ray tracing · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | Delta Path Tracing for Real-Time Global Illumination in Mixed RealityabstractVisual coherence between real and virtual objects is important in mixed reality (MR), and illumination consistency is one of the key aspects to achieve coherence. Apart from matching the illumination of the virtual objects with the real environments, the change of illumination on the real scenes produced by the inserted virtual objects should also be considered but is difficult to compute in real-time due to the heavy computation demands of global illumination. In this work, we propose delta path tracing (DPT), which only computes the radiance blocked by the virtual objects from the light sources at the primary hit points of Monte Carlo path tracing, then combines the blocked radiance and multi-bounce indirect illumination with the image of the real scene. Multiple importance sampling (MIS) between BRDF and environment map is performed to handle all-frequency environment maps captured by a panorama camera. Compared to conventional differential rendering methods, our method can remarkably reduce the number of times required to access the environment map and avoid rendering scenes twice. Therefore, the performance can be significantly improved. We implement our method using hardware-accelerated ray tracing on modern GPUs, and the results demonstrate that our method can render global illumination at real-time frame rates and produce plausible visual coherence between real and virtual objects in MR environments. Yang Xu 0092, Yuanfa Jiang, Kang Li 0005, Guohua Geng |
VR | 1 |
| 2022 | Precomputed Discrete Visibility Fields for Real-Time Ray-Traced Environment Lighting
Yang Xu 0092, Yuanfa Jiang, Kang Li 0005, Pengbo Zhou, Guohua Geng |
EGSR (ST) | 1 |