Yiheng Zhang

Stanford | Computer Science

I'm a first-year Master of Science in Computer Science student at Stanford University, speciallized in Real-World Computing. I achived my Honors Degree of Bachelor of Science in Computer Science at Shanghai Jiao Tong University in Jun. 2019 where I was a member of Zhiyuan Honors Program of Engineering. You can find me at here.

My acedemic interests basically lie in Computer Graphics. Most of my work is related to photo realistic rendering like ray tracing, while a bunch of other topics remain attractive to me, including appearance modeling, physical simulation and deep learning in Computer Graphics.

I code, I paint, I make music.


Stanford University

Sept. 2019 - Present

M.S. in Computer Science

Specialization: Real-World Computing (Computer Graphics)

Shanghai Jiao Tong University

Sept. 2015 - Jun. 2019

B.S. in Computer Science with Honors

Thesis: Deep Denoising in Monte Carlo Ray Tracing

Research Experience
Feb. 2017 - Jun. 2019


I joined the Lab of Digital Media on SJTU computer science department in Feb. 2017 as an Undergraduate Researcher & Research Assistant under the supervision of Prof. Lizhuang Ma.

Working Experience
Sept. 2018 - Mar. 2019

Graphics Game Software Engineer Intern, Intel R&D

VCE, GSE, DRD, IAGS (CVCG) graphics c++ development

**Since Dec. 12, 2018, Core and Visual Computing Group (CVCG) changes its name to Intel Architechture, Graphics and Software (IAGS)**

As a member of Visual Computing Enabling Group (VCE), I deal with game engine rendering optimization, especially implementing and improving threaded rendering performance on multicore Intel CPUs. I focused on optimization of Unreal Engine 4.19-4.21.

CVM2018 Oral

Light Transport Simulation via Generalized Multiple Importance Sampling

Qi Liu, Yiheng Zhang, Lizhuang Ma

Selected Projects

Multiple Network Rendering Denoiser (with Zhouyingcheng Liao) (ongoing research)

Multithread Rendering in UE4

A benchmark demo made for Intel and developers for optimizing and testing multiple threaded rendering performance of Unreal Engine 4. This demo was originally released as an official sample of DirectX 11 SDK. I modified and transplated it.
[Uproject] [Sdkmesh Tool]

U-net Interactive Object Selection (with Yuheng Zhi)

A open-source object selector finished with one fellow student using U-net. Complete pipeline is built with python.
work followed: Deep Interactive Object Selection (CVPR2016)

Simple Path Tracer

My implementation of a path tracing renderer. Reflection, refraction and Phong are included.
**Basic mathematical utilities credit to SmallVCM**

Interactive Auto Geometry Primitive Cutter and UV Mapper

This is a work based on Iso-chart algorithm and cooperated with 51VR company aimed to provide artists with a quick interactive approach to get desired primitive cuts and UV map. An Autodesk 3DsMax plug-in was built and tested.


Music and art never make me bored.
I have a metal band on which I am both a guitarist and a composer. Personally I do some primary mix engineering in Rock/Metal Music. I studied calligraphy for 8 years and studied painting for 9 years before entering university. Deep inside the beauty of art give me the motivation for visual computing research.