TIANYU HUANG /ˈtjæn.ju ˈhwɑːŋ/ 黄 天予
Final-year undergraduate at School of Software, Tsinghua University.
Research Overview
In short, my research is at and beyond computer graphics and scientific computing.
A central challenge across today’s most ambitious computational systems is stark yet simple: the real world is far richer and more irregular than the mathematical and physical assumptions that underlie many existing algorithms. This raise a natural question: how can we build computational methods that remain reliable amid real-world complexity while retaining the theoretical structure that enables rigorous understanding and predictable behavior?
My goal is to develop techniques that strengthen the robustness of the theory-driven algorithms and learning-based systems, so that they can function predictably and effectively in the complex environments where they are ultimately deployed.
Academic Collaborations
During my undergraduate studies, I have been fortunate to collaborate with Professor Feng Xu, and Professor Hao Pan at Tsinghua University. Besides, I have worked with Professor Shuang Zhao at University of Illinois Urbana-Champaign, Professor Toshiya Hachisuka at University of Waterloo, and Dr. Ryusuke Sugimoto at Institute of Science and Technology Austria.
Peer-Review Conflicts
Automatically generated from recent publications: Xin Ming, Yuxuan Han, Feng Xu, Jingwang Ling, Shuang Zhao, Ruihan Yu.
Latest News

7 Oct, 2025 – I will be at SIGGRAPH Asia 2025 short paper oral session “GEOMETRY” (1:30 pm – 1:45 pm, on 15 December 2025, in Meeting Room S422, Level 4) to present my solo short paper. The presentation will unfold in the form of a magical story set in a fictional world. See you in Hong Kong!
Publications
† denotes the corresponding (or sole) author.
* denotes equal contribution.
The following publications are ordered by time.

VGGTFace: Topologically Consistent Facial Geometry Reconstruction in the Wild
Xin Ming, Yuxuan Han, Tianyu Huang, Feng Xu†
AAAI 2026 (poster)

Geometric Queries on Closed Implicit Surfaces for Walk on Stars
Tianyu Huang†
ACM SIGGRAPH Asia 2025 (technical communications short paper)
SOLVE and MINIMIZE are ALL you need, even for walkin’ Robin!

Guiding-Based Importance Sampling for Walk on Stars
Tianyu Huang, Jingwang Ling, Shuang Zhao, and Feng Xu†
ACM SIGGRAPH 2025 (conference-track full paper)
We propose a guiding-based importance sampling method to reduce the variance of walk on stars.

2DGH: 2D Gaussian-Hermite Splatting for High-quality Rendering and Better Geometry Features
Ruihan Yu*, Tianyu Huang*, Jingwang Ling, and Feng Xu†
IEEE Transactions on Visualization and Computer Graphics, 2025 (regular paper)
Latest Blog Posts
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A Caveat on Differentiating Time-Domain Wave Boundary Integral Equations
Physicists usually do not worry about the order of integration and differentiation, since in most cases the functions involved are at least C^1-continuous. However, one cannot always take this for granted. Read more.
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Hemisphere Sampling or Spherical Sampling: A Small Detail of Importance Sampling the Poisson Kernel in Walk on Boundary
In WoBToolbox, there is a seemingly puzzling step when sampling this term: the author uses uniform hemisphere sampling to generate rays, and this hemisphere is not aligned with the geometric normal of the boundary. Read more.
Selected Invited Talks
2025

SIGGRAPH Asia 2025 Short Paper Session “Geometry”
Dec 2025, Hong Kong, China
The Mage’s Guide to the Implicit Mist: Presentation for the SA’ 25 short paper Geometric Queries on Closed Implicit Surfaces for Walk on Stars
15min (I don’t know why this is longer than technical paper sessions XD), in English

SIGGRAPH 2025 Technical Paper Session “Sample and Simulate: Make Some Noise”
Aug 2025, Vancouver, Canada
Guiding-Based Importance Sampling for Walk on Stars
10min, in English

CSIG Intelligent Graphics Frontier Seminar Session “Physical Simulation and World Models” (CSIG智能图形前沿研讨会口头报告环节“物理仿真和世界模型”)
Jul 2025, Taiyuan, China
Guiding-Based Importance Sampling for Walk on Stars
8min, in Mandarin
Selected Projects

Eric’s MagicaVoxel Shaders
Shaders for MagicaVoxel including Terrain Generator, Game of Life, Waterflow Simulator, Advanced Flood Shader etc.
This is a well-known shader project that has been used in a lot of voxel art creations.

RenderToy 2
RenderToy 2 is a PBR final project for the IIIS course Advanced Computer Graphics.
This project won the 1st place in the PBR track in the popularity vote at the end of the course.