2 citations · 2 across the 10 of their papers we have counts for
11 papers
Diffusion-Based Material Regularization for Physics-Based Inverse Rendering
Jingwang Ling, Lifan Wu, Feng Xu +1
Reconstructing physics-based 3D assets -- geometry, materials, and illumination -- from multi-view images is a core problem in computer graphics and vision, and a prerequisite for…
Rethinking Multimodal Few-Shot 3D Point Cloud Segmentation: From Fused Refinement to Decoupled Arbitration
Wentao Bian, Fenglei Xu
In this paper, we revisit multimodal few-shot 3D point cloud semantic segmentation (FS-PCS), identifying a conflict in "Fuse-then-Refine" paradigms: the "Plasticity-Stability Dilem…
WildCap: Facial Albedo Capture in the Wild via Hybrid Inverse Rendering
Yuxuan Han, Xin Ming, Tianxiao Li +4
Existing methods achieve high-quality facial albedo capture under controllable lighting, which increases capture cost and limits usability. We propose WildCap, a novel method for h…
VGGTFace: Topologically Consistent Facial Geometry Reconstruction in the Wild
Xin Ming, Yuxuan Han, Tianyu Huang +1
Reconstructing topologically consistent facial geometry is crucial for the digital avatar creation pipelines. Existing methods either require tedious manual efforts, lack generaliz…
Peering into the Unknown: Active View Selection with Neural Uncertainty Maps for 3D Reconstruction
Zhengquan Zhang, Feng Xu, Mengmi Zhang
Some perspectives naturally provide more information than others. How can an AI system determine which viewpoint offers the most valuable insight for accurate and efficient 3D obje…
Guiding-Based Importance Sampling for Walk on Stars
Tianyu Huang, Jingwang Ling, Shuang Zhao +1
Walk on stars (WoSt) has shown its power in being applied to Monte Carlo methods for solving partial differential equations, but the sampling techniques in WoSt are not satisfactor…
Robust Gaussian Splatting SLAM by Leveraging Loop Closure
Zunjie Zhu, Youxu Fang, Xin Li +4
3D Gaussian Splatting algorithms excel in novel view rendering applications and have been adapted to extend the capabilities of traditional SLAM systems. However, current Gaussian…
PRTGaussian: Efficient Relighting Using 3D Gaussians with Precomputed Radiance Transfer
Libo Zhang, Yuxuan Han, Wenbin Lin +2
We present PRTGaussian, a realtime relightable novel-view synthesis method made possible by combining 3D Gaussians and Precomputed Radiance Transfer (PRT). By fitting relightable G…
2DGH: 2D Gaussian-Hermite Splatting for High-quality Rendering and Better Geometry Features
Ruihan Yu, Tianyu Huang, Jingwang Ling +1
2D Gaussian Splatting has recently emerged as a significant method in 3D reconstruction, enabling novel view synthesis and geometry reconstruction simultaneously. While the well-kn…
NeRF as a Non-Distant Environment Emitter in Physics-based Inverse Rendering
Jingwang Ling, Ruihan Yu, Feng Xu +2
Physics-based inverse rendering enables joint optimization of shape, material, and lighting based on captured 2D images. To ensure accurate reconstruction, using a light model that…
High-Quality Mesh Blendshape Generation from Face Videos via Neural Inverse Rendering
Xin Ming, Jiawei Li, Jingwang Ling +2
Readily editable mesh blendshapes have been widely used in animation pipelines, while recent advancements in neural geometry and appearance representations have enabled high-qualit…