Kexuan ZhangAbout me

PhD researcher & graphics programmer

University of Leeds · Leeds, UK

I am a PhD student in Perceptual Graphics at the University of Leeds. My research interests are virtual reality and high-performance graphics, particularly foveated rendering, stereo reprojection, and image inpainting.

I am supervised by Dr. Rafael Kuffner dos Anjos, Dr. Markus Billeter, and Prof. Gordon D. Love.

Room 2.04 & 2.26, Sir William Henry Bragg Building, University of Leeds, Woodhouse Lane, Leeds, United Kingdom.

Research interests

Perceptual rendering

Which visual details matter to the viewer? I am interested in how the perception of colour, depth, and texture can guide foveated rendering.

Virtual reality

How can stereo reprojection and hole filling reduce rendering work while preserving visual quality in VR? This connects my interests in perception and high-performance graphics.

Graphics systems

Vulkan, OpenXR, and reusable rendering tools. Building the foundations to turn research ideas into working experiments.

Current focus

Updated

Working on

  • libvultra

    Developing the VRI-based graphics framework on dev-VRI, with the near-term goal of supporting small rendering demos.

  • VRI

    Building an explicit, cross-platform rendering API with a C ABI and a C++23 wrapper.

Exploring

Up next

  • Advanced real-time rendering studies

    Build small rendering demos on libvultra, exploring GPU-driven large-scene rendering and sampling techniques relevant to my research.

    Planned work items
    • GPU-driven culling & indirect rendering

      Frustum culling, hierarchical Z-buffer (Hi-Z) occlusion culling, stream compaction, and indirect drawing, with visibility and timing comparisons.

    • Cluster-based LOD & geometry streaming

      Mesh clustering, hierarchical LOD selection, and on-demand geometry streaming, taking inspiration from Nanite.

    • Virtual texturing

      Feedback-driven texture streaming, page tables, and cache management under a fixed memory budget.

    • Tiled & clustered shading

      Compare tiled and clustered light assignment in forward and deferred shading, including light-list construction and shading cost.

    • Dynamic global illumination

      Explore voxel-based global illumination (VXGI), Dynamic Diffuse Global Illumination (DDGI), and Lumen-inspired surface-cache and radiance-cache experiments.

    • ReSTIR DI & GI

      Implement ReSTIR DI for many-light direct illumination using spatiotemporal reservoir resampling, then investigate ReSTIR GI for indirect illumination and VR applications.

Featured projects

All projects · 28

Milestones

Experience

Full CV
2025 — Present

Postgraduate Researcher, PhD Student — Perceptual Graphics

University of Leeds

2023 — 2024

Postgraduate, Master's Degree — High-Performance Graphics and Games Engineering

University of Leeds

2022 — 2024

Game Server Development Engineer

Shanghai Zihao Information Technology Co., Ltd

2021 — 2022

Intern Programmer

Shanghai Zihao Information Technology Co., Ltd

Featured posts

Blog
Blog

The algorithm framework for solving DP problems

Dynamic Programming problems are the most complicated problems in algorithms. However, it is actually simple to solve if you understand the key concepts and the main algorithm f...

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