Yunzhi Yan

dblp:152/4375 · DBLP profile ↗
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8ranked-venue papers
2as first author
8since 2021 · last 2026
0000-0001-8088-3867ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 7 · 2 first-author · 7 since 2021Graphics, computer vision, multimedia, augmented reality and games · 6 · 2 first-author · 6 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021
YearPublicationVenuePosition
2026 Street Gaussians: Modeling Dynamic Urban Scenes With Gaussian Primitives
abstract
This paper aims to tackle the problem of modeling dynamic urban streets for autonomous driving scenes. Recent methods extend NeRF by incorporating tracked vehicle poses to animate vehicles, enabling photo-realistic view synthesis of dynamic urban street scenes. However, significant limitations are their slow training and rendering speed. We introduce Street Gaussians, a new explicit scene representation that tackles these limitations. Specifically, the dynamic urban scene is represented as a set of point clouds equipped with semantic logits and Gaussian primitives, each associated with either a foreground object or the background. To model the dynamics of foreground objects, each object point cloud is optimized with optimizable tracked poses, along with a 4D spherical harmonics model for the dynamic appearance. The explicit representation allows easy composition of objects and background, which in turn allows for scene editing operations and rendering at 135 FPS (1066 * 1600 resolution) within half an hour of training. The proposed method is evaluated on multiple challenging benchmarks, including KITTI and Waymo Open datasets. Experiments show that the proposed method consistently outperforms state-of-the-art methods across all datasets.
Sida Peng, Yushi Long, Yunzhi Yan, Haotong Lin, Chenxu Zhou, Kun Zhan, Xianpeng Lang, Hujun Bao, Xiaowei Zhou 0001
IEEE Trans. Pattern Anal. Mach. Intell.3
2025 Multi-view Reconstruction via SfM-guided Monocular Depth Estimation
abstract
This paper aims to reconstruct the scene geometry from multi-view images with strong robustness and high quality. Previous learning-based methods incorporate neural networks into the multi-view stereo matching and have shown impressive reconstruction results. However, due to the reliance on matching across input images, they typically suffer from high GPU memory consumption and tend to fail in sparse view scenarios. To overcome this problem, we develop a new pipeline, named Murre, for multi-view geometry reconstruction of 3D scenes based on SfM-guided monocular depth estimation. For input images, Murre first recovers the SfM point cloud that captures the global scene structure, and then use it to guide a conditional diffusion model to produce multi-view metric depth maps for the final TSDF fusion. By predicting the depth map from a single image, Murre bypasses the multi-view matching step and naturally resolves the issues of previous MVS-based methods. In addition, the diffusion-based model can easily leverage the powerful priors of 2D foundation models, achieving good generalization ability across diverse real-world scenes. To obtain multi-view consistent depth maps, our key design is providing effective guidance on the diffusion model through the SfM point cloud, which is a condensed form of multiview information, highlighting the scene’s salient structure, and can be readily transformed into sparse depth maps to drive the image-space estimation process. We evaluate the reconstruction quality of Murre in various types of real-world datasets including indoor, streetscapes, and aerial scenes, surpassing state-of-the-art MVS-based and implicit neural reconstruction-based methods. The code and supplementary materials are available at https://zju3dv.github.io/murre/.
Sida Peng, Haotong Lin, Yunzhi Yan, Wenguan Wang, Xiaowei Zhou 0001, Hujun Bao
CVPR5
2025 StreetCrafter: Street View Synthesis with Controllable Video Diffusion Models
abstract
This paper aims to tackle the problem of photorealistic view synthesis from vehicle sensor data. Recent advancements in neural scene representation have achieved notable success in rendering high-quality autonomous driving scenes, but the performance significantly degrades as the viewpoint deviates from the training trajectory. To mitigate this problem, we introduce StreetCrafter, a novel controllable video diffusion model that utilizes LiDAR point cloud renderings as pixel-level conditions, which fully exploits the generative prior for novel view synthesis, while preserving precise camera control. Moreover, the utilization of pixel-level LiDAR conditions allows us to make accurate pixel-level edits to target scenes. In addition, the generative prior of StreetCrafter can be effectively incorporated into dynamic scene representations to achieve real-time rendering. Experiments on Waymo Open Dataset and PandaSet demonstrate that our model enables flexible control over viewpoint changes, enlarging the view synthesis regions for satisfying rendering, which outperforms existing methods. The code is available at https://zju3dv.github.io/streetcrafter.
Yunzhi Yan, Zhen Xu 0008, Haotong Lin, Haian Jin, Kun Zhan, Xianpeng Lang, Hujun Bao, Xiaowei Zhou 0001, Sida Peng
CVPR1
2025 LiDAR-RT: Gaussian-based Ray Tracing for Dynamic LiDAR Re-simulation
abstract
This paper targets the challenge of real-time LiDAR re-simulation in dynamic driving scenarios. Recent approaches utilize neural radiance fields combined with the physical modeling of LiDAR sensors to achieve high-fidelity re-simulation results. Unfortunately, these methods face limitations due to high computational demands in large-scale scenes and cannot perform real-time LiDAR rendering. To overcome these constraints, we propose LiDAR-RT, a novel framework that supports real-time, physically accurate LiDAR re-simulation for driving scenes. Our primary contribution is the development of an efficient and effective rendering pipeline, which integrates Gaussian primitives and hardware-accelerated ray tracing technology. Specifically, we model the physical properties of LiDAR sensors using Gaussian primitives with learnable parameters and incorporate scene graphs to handle scene dynamics. Building upon this scene representation, our framework first constructs a bounding volume hierarchy (BVH), then casts rays for each pixel and generates novel LiDAR views through a differentiable rendering algorithm. Importantly, our framework supports realistic rendering with flexible scene editing operations and various sensor configurations. Extensive experiments across multiple public benchmarks demonstrate that our method outperforms state-of-the-art methods in terms of rendering quality and efficiency. Our code and data are available at https://github.com/zju3dv/LiDAR-RT.
Chenxu Zhou, Lvchang Fu, Sida Peng, Yunzhi Yan, Zhanhua Zhang, Jiazhi Xia, Xiaowei Zhou 0001
CVPR4
2024 Street Gaussians: Modeling Dynamic Urban Scenes with Gaussian Splatting
Yunzhi Yan, Haotong Lin, Chenxu Zhou, Weijie Wang 0014, Kun Zhan, Xianpeng Lang, Xiaowei Zhou 0001, Sida Peng
ECCV (73)1
2023 Representing Volumetric Videos as Dynamic MLP Maps
abstract
This paper introduces a novel representation of volumetric videos for real-time view synthesis of dynamic scenes. Recent advances in neural scene representations demonstrate their remarkable capability to model and render complex static scenes, but extending them to represent dynamic scenes is not straightforward due to their slow rendering speed or high storage cost. To solve this problem, our key idea is to represent the radiance field of each frame as a set of shallow MLP networks whose parameters are stored in 2D grids, called MLP maps, and dynamically predicted by a 2D CNN decoder shared by all frames. Representing 3D scenes with shallow MLPs significantly improves the rendering speed, while dynamically predicting MLP parameters with a shared 2D CNN instead of explicitly storing them leads to low storage cost. Experiments show that the proposed approach achieves state-of-the-art rendering quality on the NHR and ZJU-MoCap datasets, while being efficient for real-time rendering with a speed of 41.7 fps for$512\times 512$images on an RTX 3090 GPU. The code is available at https://zju3dv.github.io/mlp_maps/.
Sida Peng, Yunzhi Yan, Qing Shuai, Hujun Bao, Xiaowei Zhou 0001
CVPR2
2023 Compact Neural Volumetric Video Representations with Dynamic Codebooks
abstract
This paper addresses the challenge of representing high-fidelity volumetric videos with low storage cost. Some recent feature grid-based methods have shown superior performance of fast learning implicit neural representations from input 2D images. However, such explicit representations easily lead to large model sizes when modeling dynamic scenes. To solve this problem, our key idea is reducing the spatial and temporal redundancy of feature grids, which intrinsically exist due to the self-similarity of scenes. To this end, we propose a novel neural representation, named dynamic codebook, which first merges similar features for the model compression and then compensates for the potential decline in rendering quality by a set of dynamic codes. Experiments on the NHR and DyNeRF datasets demonstrate that the proposed approach achieves state-of-the-art rendering quality, while being able to achieve more storage efficiency. The source code is available at https://github.com/zju3dv/compact_vv.
Sida Peng, Yunzhi Yan, Linzhan Mou, Yujun Shen, Hujun Bao, Xiaowei Zhou 0001
NeurIPS3
2022 Efficient Neural Radiance Fields for Interactive Free-viewpoint Video
abstract
This paper aims to tackle the challenge of efficiently producing interactive free-viewpoint videos. Some recent works equip neural radiance fields with image encoders, enabling them to generalize across scenes. When processing dynamic scenes, they can simply treat each video frame as an individual scene and perform novel view synthesis to generate free-viewpoint videos. However, their rendering process is slow and cannot support interactive applications. A major factor is that they sample lots of points in empty space when inferring radiance fields. We propose a novel scene representation, called ENeRF, for the fast creation of interactive free-viewpoint videos. Specifically, given multi-view images at one frame, we first build the cascade cost volume to predict the coarse geometry of the scene. The coarse geometry allows us to sample few points near the scene surface, thereby significantly improving the rendering speed. This process is fully differentiable, enabling us to jointly learn the depth prediction and radiance field networks from RGB images. Experiments on multiple benchmarks show that our approach exhibits competitive performance while being at least 60 times faster than previous generalizable radiance field methods.
Haotong Lin, Sida Peng, Zhen Xu 0008, Yunzhi Yan, Qing Shuai, Hujun Bao, Xiaowei Zhou 0001
SIGGRAPH Asia4