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个人简介

工作经历 1. 2017年3月-今,南京理工大学,副教授 2. 2015年10月-2017年3月,Inria(法国信息与自动化研究所),法国,博士后 3. 2014年12月-2015年10月,Stuido Gobo(前身为Disney Lab之一的Black Rock),英国,博士后,研发 教育经历 1. 2009年9月-2014年12月,硕博连读,山东大学 2. 2012年10月-2014年10月,Telecom ParisTech,法国,博士联合培养 3. 2005年9月-2009年9月,学士,山东大学

研究领域

计算机图形学方向,渲染领域

近期论文

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[1]. 王贝贝,王璐,肖懿,王锐. 基于物理的真实感绘制方法研究进展. 2018-2019CCF年度进展报告. [2]. Liangsheng Ge, Beibei Wang(共同一作), Lu Wang, Xiangxu Meng, Nicolas Holzschuch. Interactive Simulation of Scattering Effects in Participating Media Using a Neural Network Model. TVCG (Accept with minor revision) [3]. Beibei Wang, Hong Deng, Nicolas Holzschuch. Real-Time Glints Rendering with Prefiltered Discrete Stochastic Microfacets. Submit to Computer Graphics Forum. [4]. Beibei Wang, Miloš Hašan, Nicolas Holzschuch, Ling-Qi Yan. Example-Based Microstructure Rendering with Constant Storage. Technical Report, August 2019 (Accept with minor revision) [5]. Lei Ma, Hong Deng, Beibei Wang, and Tamy Boubebeur. Real-time structure aware color stippling. Siggraph Poster,2019 [6]. Beibei Wang, Liangsheng Ge, Nicolas Holzschuch. Precomputed Multiple Scattering for Rapid Light Simulation in Participating Media. TVCG, 2019, to appear. (CCF A类期刊) [7]. Yulin Liang, Beibei Wang(共同一作), Lu Wang, Nicolas Holzschuch. Fast Computation of Single Scattering in Participating Media with Refractive Boundaries using Frequency Analysis. Accepted to TVCG. (CCF A类期刊) [8]. Xiang Xu, Beibei Wang(共同一作), Lu Wang, Chenglei Yang, Xiangxu Meng. An Efficient Distributed Global Illumination Method Based on Photon Mapping. Computer & Graphics. 2019. SCI. (CCF C类期刊) [1]. Beibei Wang, Lu Wang, Nicolas Holzschuch. Fast Global Illumination with Discrete Stochastic Microfacets Using a Filterable Model. Computer Graphics Forum (Proceedings of PG 2018), 2018, 37 (7), pp.1-10.SCI. (CCF B类期刊) [2] Liangsheng Ge, Beibei Wang(共同一作), Lu Wang, Nicolas Holzschuch. A Compact Representation for Multiple Scattering in Participating Media using Neural Networks. Siggraph 2018 Talks, Aug 2018, Vancouver, Canada. [3].Beibei Wang, Nicolas Holzschuch. Point-Based Rendering for Participating Media with Refractive Boundaries.TVCG, 2018, 24 (10), pp.2743-2757. (CCF A类期刊) [4].Xiang Xu, Beibei Wang(共同一作), Lu Wang, Xu Yanning, Tamy Boubekeur. Vectorized Point based Global Illumination on Intel MIC Architecture.Vol.70,2018. pp.206-213 Computer & Graphics.SCI. (CCF C类期刊) [1].Beibei Wang, Nicolas Holzschuch.Precomputed Multiple Scattering for Light Simulation in Participating Medium.Siggraph 2017 Talk, Jul 2017, Los Angeles, United States. [2].Huw Bowles, Daniel Zimmermann, Gioacchino Noris,Beibei Wang.Crest: Novel Ocean Rendering Techniques in an Open Source Framework.Siggraph 2017 Advances in Real-Time Rendering in Games, Jul 2017, Los angeles, United States. [1].Beibei Wang, Jean-Dominique Gascuel, Nicolas Holzschuch, Point-Based Light Transport for Participating Media with Refractive Boundaries.EGSR 2016.(CCF B类会议) [2].Beibei Wang, How Bowles.A Robust and Flexible Real-Time Sparkle Effect. EGSR 2016. (CCF B类会议) [1].Beibei Wang, Xiangxu Meng, Tamy Boubekeur.Wavelet Point-Based Global Illumination. ComputerGraphics Forum vol.34.4(2015),pp.143-154(EGSR 2015) 2015.06.SCI.(CCF B类期刊) [2].Huw Bowles,Beibei Wang.Sparkly but not too sparkly! Anti-aliasing a procedural sparkle effect. Siggraph 2015 Advances in Real-time Course, 2015.08. [3].Beibei Wang, Xiangxu Meng and Tamy Boubekeur. Non-Diffuse effects for Point-Based Global Illumination. Siggraph 2015 poster, 2015.08

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