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Meng-Li Shih

dblp:198/0532 · DBLP profile ↗
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6ranked-venue papers
4as first author
2since 2021 · last 2025
0009-0009-0303-9609ORCID · corroborated

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

Artificial intelligence and machine learning · 5 · 3 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 5 · 3 first-author · 2 since 2021Systems, architecture and hardware · 1 · 1 first-authorHuman-computer interaction and ubiquitous computing · 1 · 1 first-author · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
4 papers
3D vision · 69% Reinforcement learning · 13% Generative modeling · 10%
Computer graphics and multimedia
2 papers
Rendering · 70% Geometric modeling and processing · 23% Image and video processing · 7%

Topics — the 16 heaviest of 17, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision
novel view synthesis
1.222024
ExtraNeRF: Visibility-Aware View Extrapolation of Neural Radiance Fields with Diffusion Models · CVPR 2024
3D Photography Using Context-Aware Layered Depth Inpainting · CVPR 2020
Rendering › neural rendering
dynamic gaussian splatting
0.912025
Prior-Enhanced Gaussian Splatting for Dynamic Scene Reconstruction from Casual Video · SIGGRAPH Asia 2025
Geometric modeling and processing › 3d reconstruction › 3d scene reconstruction
dynamic scene reconstruction
0.912025
Prior-Enhanced Gaussian Splatting for Dynamic Scene Reconstruction from Casual Video · SIGGRAPH Asia 2025
Rendering
neural rendering
0.912025
Prior-Enhanced Gaussian Splatting for Dynamic Scene Reconstruction from Casual Video · SIGGRAPH Asia 2025
Rendering
novel view synthesis
0.912025
Prior-Enhanced Gaussian Splatting for Dynamic Scene Reconstruction from Casual Video · SIGGRAPH Asia 2025
Computer vision › 3D vision
neural radiance field
0.812024
ExtraNeRF: Visibility-Aware View Extrapolation of Neural Radiance Fields with Diffusion Models · CVPR 2024
Computer vision › 3D vision › depth estimation
layered depth image
0.412020
3D Photography Using Context-Aware Layered Depth Inpainting · CVPR 2020
Machine learning › Trustworthy machine learning
adversarial machine learning
0.312017
Tactics of Adversarial Attack on Deep Reinforcement Learning Agents · IJCAI 2017
Machine learning › Reinforcement learning › robust reinforcement learning
adversarial reinforcement learning
0.312017
Tactics of Adversarial Attack on Deep Reinforcement Learning Agents · IJCAI 2017
Machine learning › Reinforcement learning
deep reinforcement learning
0.312017
Tactics of Adversarial Attack on Deep Reinforcement Learning Agents · IJCAI 2017
Computer vision › 3D vision › 3d reconstruction › dynamic 3d reconstruction
monocular dynamic scene reconstruction
0.312025
Prior-Enhanced Gaussian Splatting for Dynamic Scene Reconstruction from Casual Video · SIGGRAPH Asia 2025
Machine learning › Generative modeling
diffusion model
0.212024
ExtraNeRF: Visibility-Aware View Extrapolation of Neural Radiance Fields with Diffusion Models · CVPR 2024
Machine learning › Generative modeling › diffusion model › image restoration
image inpainting
0.212024
ExtraNeRF: Visibility-Aware View Extrapolation of Neural Radiance Fields with Diffusion Models · CVPR 2024
Image and video processing › image restoration › image inpainting
depth-aware inpainting
0.112020
3D Photography Using Context-Aware Layered Depth Inpainting · CVPR 2020
Image and video processing › image restoration
image inpainting
0.112020
3D Photography Using Context-Aware Layered Depth Inpainting · CVPR 2020
Machine learning › Trustworthy machine learning › robustness
adversarial examples
0.112017
Tactics of Adversarial Attack on Deep Reinforcement Learning Agents · IJCAI 2017

Methods — techniques the papers use, named apart from their topics

video segmentation · 1.7skeleton-based sampling · 1.7epipolar error map · 1.7depth loss · 1.7learning-based inpainting · 0.9layered depth inpainting · 0.9visibility tracking · 0.8neural radiance field · 0.8diffusion model · 0.8adversarial example crafting · 0.3
YearPublicationVenuePosition
2025 Prior-Enhanced Gaussian Splatting for Dynamic Scene Reconstruction from Casual Video
abstract
We introduce a fully automatic pipeline for dynamic scene reconstruction from casually captured monocular RGB videos. Rather than designing a new scene representation, we enhance the priors that drive Dynamic Gaussian Splatting. Video segmentation combined with epipolar-error maps yields object-level masks that closely follow thin structures; these masks (i) guide an object-depth loss that sharpens the consistent video depth, and (ii) support skeleton-based sampling plus mask-guided re-identification to produce reliable, comprehensive 2-D tracks. Two additional objectives embed the refined priors in the reconstruction stage: a virtual-view depth loss removes floaters, and a scaffold-projection loss ties motion nodes to the tracks, preserving fine geometry and coherent motion. The resulting system surpasses previous monocular dynamic scene reconstruction methods and delivers visibly superior renderings. Project page: https://priorenhancedgaussian.github.io/
Meng-Li Shih, Ying-Huan Chen, Yu-Lun Liu 0001, Brian Curless
SIGGRAPH Asia1
2024 ExtraNeRF: Visibility-Aware View Extrapolation of Neural Radiance Fields with Diffusion Models
abstract
We propose ExtraNeRF, a novel method for extrapolating the range of views handled by a Neural Radiance Field (NeRF). Our main idea is to leverage NeRFs to model scene-specific, fine-grained details, while capitalizing on diffusion models to extrapolate beyond our observed data. A key ingredient is to track visibility to determine what portions of the scene have not been observed, and focus on re-constructing those regions consistently with diffusion mod-els. Our primary contributions include a visibility-aware diffusion-based inpainting module that is fine-tuned on the input imagery, yielding an initial NeRF with moderate qual-ity (often blurry) inpainted regions, followed by a second diffusion model trained on the input imagery to consistently enhance, notably sharpen, the inpainted imagery from the first pass. We demonstrate high-quality results, extrapolating beyond a small number of (typically six or fewer) input views, effectively outpainting the NeRF as well as inpainting newly disoccluded regions inside the original viewing volume. We compare with related work both quantitatively and qualitatively and show significant gains over prior art.
Meng-Li Shih, Wei-Chiu Ma, Lorenzo Boyice, Aleksander Holynski, Forrester Cole, Brian Curless, Janne Kontkanen
CVPR1
2020 3D Photography Using Context-Aware Layered Depth Inpainting
abstract
We propose a method for converting a single RGB-D input image into a 3D photo, i.e., a multi-layer representation for novel view synthesis that contains hallucinated color and depth structures in regions occluded in the original view. We use a Layered Depth Image with explicit pixel connectivity as underlying representation, and present a learning-based inpainting model that iteratively synthesizes new local color-and-depth content into the occluded region in a spatial context-aware manner. The resulting 3D photos can be efficiently rendered with motion parallax using standard graphics engines. We validate the effectiveness of our method on a wide range of challenging everyday scenes and show less artifacts when compared with the state-of-the-arts.
Meng-Li Shih, Shih-Yang Su, Johannes Kopf 0001, Jia-Bin Huang 0001
CVPR1
2018 Self-supervised Learning of Depth and Camera Motion from 360 ^\circ Videos
Fu-En Wang, Hou-Ning Hu, Hsien-Tzu Cheng, Juan-Ting Lin, Shang-Ta Yang, Meng-Li Shih, Hung-Kuo Chu, Min Sun 0001
ACCV (5)6
2018 DLWV2: A Deep Learning-Based Wearable Vision-System with Vibrotactile-Feedback for Visually Impaired People to Reach Objects
abstract
We develop a Deep Learning-based Wearable Vision-system with Vibrotactile-feedback (DLWV2)to guide Blind and Visually Impaired (BVI)people to reach objects. The system achieves high accuracy in object detection and tracking in 3-D using an extended deep learning-based 2.5-D detector and a 3-D object tracker with the ability to track 3-D object locations even outside the camera field-of-view. We train our detector with a large number of images with 2.5-D object ground-truth (i.e., 2-D object bounding boxes and distance from the camera to objects). A novel combination of HTC Vive Tracker with our system enables us to automatically obtain the ground-truth labels for training while requiring very little human effort to set up the system. Moreover, our system processes frames in real-time through a client-server computing platform such that BVI people can receive realtime vibrotactile guidance. We conduct a thorough user study on 12 BVI people in new environments with object instances which are unseen during training. Our system outperforms the non-assistive guiding strategy with statistic significance in both time and the number of contacting irrelevant objects. Finally, the interview with BVI users confirms that our system with distance-based vibrotactile feedback is mostly preferred, especially for objects requiring gentle manipulation such as a bottle with water inside.
Meng-Li Shih, Chia-Yu Tung, Cheng Sun 0004, Ching-Ju Cheng, Li-Wei Chan 0001, Srenivas Varadarajan, Min Sun 0001
IROS1
2017 Tactics of Adversarial Attack on Deep Reinforcement Learning Agents
abstract
We introduce two tactics, namely the strategically-timed attack and the enchanting attack, to attack reinforcement learning agents trained by deep reinforcement learning algorithms using adversarial examples. In the strategically-timed attack, the adversary aims at minimizing the agent's reward by only attacking the agent at a small subset of time steps in an episode. Limiting the attack activity to this subset helps prevent detection of the attack by the agent. We propose a novel method to determine when an adversarial example should be crafted and applied. In the enchanting attack, the adversary aims at luring the agent to a designated target state. This is achieved by combining a generative model and a planning algorithm: while the generative model predicts the future states, the planning algorithm generates a preferred sequence of actions for luring the agent. A sequence of adversarial examples is then crafted to lure the agent to take the preferred sequence of actions. We apply the proposed tactics to the agents trained by the state-of-the-art deep reinforcement learning algorithm including DQN and A3C. In 5 Atari games, our strategically-timed attack reduces as much reward as the uniform attack (i.e., attacking at every time step) does by attacking the agent 4 times less often. Our enchanting attack lures the agent toward designated target states with a more than 70% success rate. Example videos are available at http://yclin.me/adversarial_attack_RL/.
Yen-Chen Lin, Zhang-Wei Hong, Yuan-Hong Liao, Meng-Li Shih, Ming-Yu Liu 0001, Min Sun 0001
IJCAI4