Tianyu Huang
Third-year undergraduate @ School of Software, Tsinghua University.
My research focuses on physically based computer graphics and computational geometry, which is supported by my background in theoretical and computational physics.
I have been collaborating with Prof. Feng Xu @ THU and Prof. Shuang Zhao @ UIUC on Monte Carlo methods for solving partial differential equations.
I am currently visiting Prof. Toshiya Hachisuka @ UWaterloo.
Abbreviations in this page
[An] - Animation
[Ap] - Appearance
[G] - Geometry
[Rc] - Reconstruction
[Re] - Rendering
[Sh] - Shape
[Si] - Simulation
News
29 March, 2025
My first-author technical paper has been conditionally accepted to SIGGRAPH 2025 conference track!
Research
TBA [G, Re, Si]
Tianyu Huang et al.
Conditionally accepted to SIGGRAPH 2025 conference track. More information will be available soon.
Gallery [Ap, Re, Sh]



While doing graphics research, I am also an active amateur CG artist. I like to create still images with a realistic style, especially fan art of my favorite video games.
Projects

Eric’s MagicaVoxel Shaders [Re, Sh]
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 [Re]
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.
Talks

REALTIME MAGIC: FUNDAMENTALS (Winter 2024 & Summer 2024) [Re]
A two-hour lecture at the Department of Electronic Engineering and School of Software Student Association of Science and Technology on modern real-time rendering techniques, including Physically-Based Rendering (PBR), Non-Photorealistic Rendering (NPR), geometry representation, spatial acceleration structures, path tracing, programmable shading pipelines, post-processing, and real-time rendering optimization strategies.
“形式化方法的意义在于,使用数学手段严谨地分析物理故事,但数学并不本质。 (The significance of formal methods is that we use mathematical means to rigorously analyze the physical story, but mathematics is not essential.)”

PHYSICS-BASED DIFFERENTIABLE RENDERING (Summer 2024) [Re]
A two-hour lecture at the Department of Electronic Engineering and School of Software Student Association of Science and Technology that introduces the basic ideas of Physics-Based Differentiable Rendering (PBDR), including the Radiative Transfer Equation (RTE), the continuum assumption, the Reynolds transport theorem, and Warped-Area Sampling (WAS).
“我们发现球面上的光场是一个流场,积分区域的运动是一种流动! (We found that the light field on the sphere is a flow field, and the motion of the integral region is a flow!)”
Honors & Awards
- Disruptive Innovation Talent Cultivation Program of Tsinghua University Fellowship, Fall 2024
- National Scholarship (1/79), Fall 2024
- Tsinghua University Outstanding Backbone Member of Student Association for Science and Technology, Fall 2024
- Tsinghua University Spark Scientific and Technological Innovation Fellowship, Spring 2024
- Tsinghua University Challenge Cup Student Extra-Curricular Academic Science and Technology Works Competition, 3rd Prize, Spring 2024
- Classroom Presentation Popularity Vote of Advanced Computer Graphics, 3rd Place (1st Place in PBR Track), Spring 2024
- National Scholarship (1/80), Fall 2023
- Tsinghua University Software Design Competition, 2nd Prize, Spring 2023
- THUCTF 2022, 3rd Prize, Fall 2022
Social Works
- I am the chair of the Student Association for Science and Technology of School of Software, Tsinghua University.
- I have volunteered for G-Fusion, the largest electronic game exhibition in northern China, for the past two years.