Tianyu Huang
Final-year undergraduate @ School of Software, Tsinghua University.
My long-term research goal is twofold: on one hand, to tackle fundamental challenges in traditional theoretical and numerical frameworks of graphics and geometry; on the other, to draw inspiration from classical graphics methodologies to advance emerging domains.
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.
7 Oct, 2025 – I will be at SIGGRAPH Asia 2025 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!
Below are some stills from the show.



Publications
† denotes the corresponding (or sole) author.
* denotes equal contribution.
My recent interests lie in stochastic methods for solving (boundary) integral equations. Ongoing works also relate to methods of fundamental solutions.
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.
Invited Talks
2025


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.