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!

The following publications are ordered by time.

VGGTFace: Topologically Consistent Facial Geometry Reconstruction in the Wild
Reconstruction

Xin Ming, Yuxuan Han, Tianyu Huang, Feng Xu

Geometric Queries on Closed Implicit Surfaces for Walk on Stars
Geometry Shape

Tianyu Huang

SOLVE and MINIMIZE are ALL you need, even for walkin’ Robin!

Guiding-Based Importance Sampling for Walk on Stars
Geometry Rendering Simulation

Tianyu Huang, Jingwang Ling, Shuang Zhao, and Feng Xu

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
Reconstruction Rendering

Ruihan Yu*, Tianyu Huang*, Jingwang Ling, and Feng Xu

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

Eric’s MagicaVoxel Shaders
Rendering Shape

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
Rendering

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.

illumiart

tianyu[at]illumiart.net

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