Demo Data from VLDB 2026 / reviewers in the wild / expert
Hongliang Zhong
dblp:198/3652
· DBLP profile ↗
6ranked-venue papers
3as first author
5since 2021 · last 2026
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 4 · 2 first-author · 4 since 2021Artificial intelligence and machine learning · 1 · 1 first-authorDatabases, data management, data science and information retrieval · 1 · 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.
| Computer graphics and multimedia
2 papers |
Visual content generation and editing · 64% Rendering · 28% Geometric modeling and processing · 8% | |
| Human-computer interaction and pervasive computing
1 paper |
Human-AI interaction · 100% |
Topics — the 4 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Visual content generation and editing
3d content creation |
1.0 | 1 | 2026 | Chat2Layout: Interactive 3D Furniture Layout With a Multimodal LLM · IEEE Trans. Vis. Comput. Graph. 2026 |
Visual content generation and editing
material editing |
0.8 | 1 | 2024 | VQ-NeRF: Neural Reflectance Decomposition and Editing With Vector Quantization · IEEE Trans. Vis. Comput. Graph. 2024 |
Rendering
neural rendering |
0.8 | 1 | 2024 | VQ-NeRF: Neural Reflectance Decomposition and Editing With Vector Quantization · IEEE Trans. Vis. Comput. Graph. 2024 |
Geometric modeling and processing › 3d reconstruction
3d scene reconstruction |
0.2 | 1 | 2024 | VQ-NeRF: Neural Reflectance Decomposition and Editing With Vector Quantization · IEEE Trans. Vis. Comput. Graph. 2024 |
Methods — techniques the papers use, named apart from their topics
visual prompting · 2.0multimodal large language model · 2.0in-context learning · 2.0agent-based control · 2.0vector quantization · 0.8dropout-based codeword ranking · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Chat2Layout: Interactive 3D Furniture Layout With a Multimodal LLMabstractAutomatic furniture layout is long desired for convenient interior design. Leveraging the remarkable visual reasoning capabilities of multimodal large language models (MLLMs), recent methods address layout generation in a static manner, lacking the feedback-driven refinement essential for interactive user engagement. We introduce Chat2Layout, a novel interactive furniture layout generation system that extends the functionality of MLLMs into the realm of interactive layout design. To achieve this, we establish a unified vision-question paradigm for in-context learning, enabling seamless communication with MLLMs to steer their behavior without altering model weights. Within this framework, we present a novel training-free visual prompting mechanism. This involves a visual-text prompting technique that assist MLLMs in reasoning about plausible layout plans, followed by an Offline-to-Online search (O2O-Search) method, which identifies the minimal set of informative references to provide exemplars for visual-text prompting. By employing an agent system with MLLMs as the core controller, we enable bidirectional interaction. The agent not only comprehends the 3D environment and user requirements through linguistic and visual perception but also plans tasks and reasons about actions to generate and arrange furniture within the virtual space. Furthermore, the agent iteratively updates based on visual feedback from execution results. Experimental results demonstrate that our approach facilitates language-interactive generation and arrangement for diverse and complex 3D furniture. Can Wang 0007, Hongliang Zhong, Menglei Chai, Mingming He, Dongdong Chen 0001, Jing Liao 0001 |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2025 | HumanRef-GS: Image-to-3D Human Generation With Reference-Guided Diffusion and 3D Gaussian SplattingabstractGenerating a 3D human model from a single reference image is a challenging task as it involves inferring textures and geometries in unseen views while maintaining consistency with the reference image. Existing methods that rely on 3D generative models are limited by the availability of 3D training data. Optimization-based approaches that distill text-to-image diffusion models into 3D models often struggle to preserve the intricate texture details of the reference image, resulting in inconsistent appearances across different views. In this paper, we propose HumanRef-GS, a novel method for single image-to-3D clothed human generation based on 3D Gaussian Splatting (3DGS). To ensure the generated 3D model is both photorealistic and consistent with the input image, HumanRef-GS employs a unique technique called reference-guided score distillation sampling (Ref-SDS). This method effectively incorporates image guidance into the generation process, enhancing the quality of the results. Additionally, we introduce region-aware attention to Ref-SDS, which ensures accurate correspondence between different body regions. To mitigate the impact of view dependence in 3DGS and enhance the view-consistency of the generated results, we substitute the anisotropic Gaussians in the vanilla representation with isotropic Gaussians. By utilizing the 3D Gaussian representation, our method significantly enhances the generation efficiency and rendering speed of 3D clothed human models. This improvement allows for faster and more efficient generation of high-quality results. Experimental results demonstrate that HumanRef-GS surpasses state-of-the-art methods in generating 3D clothed humans with fine geometry, photorealistic textures, and view-consistent appearances. We are committed to making our code and model available upon acceptance for further research and exploration. Jingbo Zhang 0002, Xiaoyu Li 0002, Hongliang Zhong, Qi Zhang 0029, Yan-Pei Cao 0001, Ying Shan, Jing Liao 0001 |
IEEE Trans. Circuits Syst. Video Technol. | 3 |
| 2025 | Generative object insertion in Gaussian splatting with a multi-view diffusion modelabstractGenerating and inserting new objects into 3D content is a compelling approach for achieving versatile scene recreation. Existing methods, which rely on SDS optimization or single-view inpainting, often struggle to produce high-quality results. To address this, we propose a novel method for object insertion in 3D content represented by Gaussian Splatting. Our approach introduces a multi-view diffusion model, dubbed MVInpainter, which is built upon a pre-trained stable video diffusion model to facilitate view-consistent object inpainting. Within MVInpainter, we incorporate a ControlNet-based conditional injection module to enable controlled and more predictable multi-view generation. After generating the multi-view inpainted results, we further propose a mask-aware 3D reconstruction technique to refine Gaussian Splatting reconstruction from these sparse inpainted views. By leveraging these fabricate techniques, our approach yields diverse results, ensures view-consistent and harmonious insertions, and produces better object quality. Extensive experiments demonstrate that our approach outperforms existing methods. Hongliang Zhong, Can Wang 0007, Jingbo Zhang 0002, Jing Liao 0001 |
Vis. Informatics | 1 |
| 2024 | VQ-NeRF: Neural Reflectance Decomposition and Editing With Vector QuantizationabstractWe propose VQ-NeRF, a two-branch neural network model that incorporates Vector Quantization (VQ) to decompose and edit reflectance fields in 3D scenes. Conventional neural reflectance fields use only continuous representations to model 3D scenes, despite the fact that objects are typically composed of discrete materials in reality. This lack of discretization can result in noisy material decomposition and complicated material editing. To address these limitations, our model consists of a continuous branch and a discrete branch. The continuous branch follows the conventional pipeline to predict decomposed materials, while the discrete branch uses the VQ mechanism to quantize continuous materials into individual ones. By discretizing the materials, our model can reduce noise in the decomposition process and generate a segmentation map of discrete materials. Specific materials can be easily selected for further editing by clicking on the corresponding area of the segmentation outcomes. Additionally, we propose a dropout-based VQ codeword ranking strategy to predict the number of materials in a scene, which reduces redundancy in the material segmentation process. To improve usability, we also develop an interactive interface to further assist material editing. We evaluate our model on both computer-generated and real-world scenes, demonstrating its superior performance. To the best of our knowledge, our model is the first to enable discrete material editing in 3D scenes. Hongliang Zhong, Jingbo Zhang 0002, Jing Liao 0001 |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2022 | Spatial-temporal short-term traffic flow prediction model based on dynamical-learning graph convolution mechanism
Zhe Lu, Hongliang Zhong, Yishi Zhang, Jie Xue 0005, Chaozhong Wu |
Inf. Sci. | 4 |
| 2015 | Online multiclass learning with "bandit" feedback under a Passive-Aggressive approach
Hongliang Zhong, Emmanuel Daucé, Liva Ralaivola |
ESANN | 1 |