Demo Data from VLDB 2026 / reviewers in the wild / expert
Wenqiang Sun
dblp:201/4570
· DBLP profile ↗
4ranked-venue papers
1as first author
3since 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 · 3 · 1 first-author · 3 since 2021Artificial intelligence and machine learning · 2 · 1 first-author · 2 since 2021Computer networks · 1
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
3 papers |
3D vision · 73% Generative modeling · 27% | |
| Computer graphics and multimedia
1 paper |
Visual content generation and editing · 50% Geometric modeling and processing · 50% |
Topics — the 11 heaviest of 11, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › 3D vision
3d reconstruction |
1.0 | 1 | 2026 | ReconX: Reconstruct Any Scene From Sparse Views With Video Diffusion Model · IEEE Trans. Image Process. 2026 |
Computer vision › 3D vision › 3d reconstruction › multi-view reconstruction
sparse-view reconstruction |
1.0 | 1 | 2026 | ReconX: Reconstruct Any Scene From Sparse Views With Video Diffusion Model · IEEE Trans. Image Process. 2026 |
Computer vision › 3D vision › 3d generation
3d scene generation |
0.9 | 1 | 2025 | Dimensionx: Create Any 3D and 4D Scenes From a Single Image With Decoupled Video Diffusion · ICCV 2025 |
Machine learning › Generative modeling
diffusion model |
0.9 | 1 | 2025 | MeshGen: Generating PBR Textured Mesh with Render-Enhanced Auto-Encoder and Generative Data Augmentation · CVPR 2025 |
Computer vision › 3D vision › 3d generation
image-to-3d generation |
0.9 | 1 | 2025 | MeshGen: Generating PBR Textured Mesh with Render-Enhanced Auto-Encoder and Generative Data Augmentation · CVPR 2025 |
Machine learning › Generative modeling › diffusion model
video diffusion model |
0.9 | 1 | 2025 | Dimensionx: Create Any 3D and 4D Scenes From a Single Image With Decoupled Video Diffusion · ICCV 2025 |
Visual content generation and editing
3d content generation |
0.9 | 1 | 2025 | MeshGen: Generating PBR Textured Mesh with Render-Enhanced Auto-Encoder and Generative Data Augmentation · CVPR 2025 |
Geometric modeling and processing › mesh generation
textured mesh generation |
0.9 | 1 | 2025 | MeshGen: Generating PBR Textured Mesh with Render-Enhanced Auto-Encoder and Generative Data Augmentation · CVPR 2025 |
Computer vision › 3D vision › neural rendering
3d gaussian splatting |
0.3 | 1 | 2026 | ReconX: Reconstruct Any Scene From Sparse Views With Video Diffusion Model · IEEE Trans. Image Process. 2026 |
Computer vision › 3D vision › 3d reconstruction
point cloud reconstruction |
0.3 | 1 | 2026 | ReconX: Reconstruct Any Scene From Sparse Views With Video Diffusion Model · IEEE Trans. Image Process. 2026 |
Computer vision › 3D vision › 3d generation
4d scene generation |
0.3 | 1 | 2025 | Dimensionx: Create Any 3D and 4D Scenes From a Single Image With Decoupled Video Diffusion · ICCV 2025 |
Methods — techniques the papers use, named apart from their topics
controlnet · 1.7autoencoder · 1.7PBR decomposition · 1.7video diffusion model · 1.03d gaussian splatting optimization · 1.0video diffusion · 0.9decoupled generation · 0.9
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | ReconX: Reconstruct Any Scene From Sparse Views With Video Diffusion ModelabstractAdvancements in 3D scene reconstruction have transformed 2D images from the real world into 3D models, producing realistic 3D results from hundreds of input photos. Despite great success in dense-view reconstruction scenarios, rendering a detailed scene from sparse views is still an ill-posed optimization problem, often resulting in artifacts and distortions in unseen areas. In this paper, we propose ReconX, a novel 3D scene reconstruction paradigm that reframes the ambiguous reconstruction problem as a temporal generation task. The key insight is to unleash the strong generative prior of large pre-trained video diffusion models for sparse-view reconstruction. Nevertheless, it is challenging to preserve 3D view consistency when directly generating video frames from pre-trained models. To address this issue, given limited input views, the proposed ReconX first constructs a global point cloud and encodes it into a contextual space as the 3D structure condition. Guided by the condition, the video diffusion model then synthesizes video frames that are detail-preserved and exhibit a high degree of 3D consistency, ensuring the coherence of the scene from various perspectives. Finally, we recover the 3D scene from the generated video through a confidence-aware 3D Gaussian Splatting optimization scheme. Extensive experiments on various real-world datasets show the superiority of ReconX over state-of-the-art methods in terms of quality and generalizability. Fangfu Liu, Wenqiang Sun, Hanyang Wang 0003, Yikai Wang 0001, Haowen Sun 0004, Junliang Ye, Jun Zhang 0004, Yueqi Duan |
IEEE Trans. Image Process. | 2 |
| 2025 | MeshGen: Generating PBR Textured Mesh with Render-Enhanced Auto-Encoder and Generative Data AugmentationabstractIn this paper, we introduce MeshGen, an advanced image-to-3D pipeline that generates high-quality 3D meshes with detailed geometry and physically based rendering (PBR) textures. Addressing the challenges faced by existing 3D native diffusion models, such as suboptimal auto-encoder performance, limited controllability, poor generalization, and inconsistent image-based PBR texturing, Mesh-Gen employs several key innovations to overcome these limitations. We pioneer a render-enhanced point-to-shape auto-encoder that compresses meshes into a compact latent space by designing perceptual optimization with ray-based regularization. This ensures that the 3D shapes are accurately represented and reconstructed to preserve geometric details within the latent space. To address data scarcity and image-shape misalignment, we further propose geometric augmentation and generative rendering augmentation techniques, which enhance the model’s controllability and gen-eralization ability, allowing it to perform well even with limited public datasets. For the texture generation, Mesh-Gen employs a reference attention-based multi-view Con-trolNet for consistent appearance synthesis. This is further complemented by our multi-view PBR decomposer that estimates PBR components and a UV inpainter that fills invisible areas, ensuring a seamless and consistent texture across the 3D mesh. Our extensive experiments demonstrate that MeshGen largely outperforms previous methods in both shape and texture generation, setting a new standard for the quality of 3D meshes generated with PBR textures. Zilong Chen, Yikai Wang 0001, Wenqiang Sun, Feng Wang 0034, Huaping Liu 0001 |
CVPR | 3 |
| 2025 | Dimensionx: Create Any 3D and 4D Scenes From a Single Image With Decoupled Video Diffusion
Wenqiang Sun, Fangfu Liu, Zilong Chen, Yueqi Duan, Jun Zhu 0001, Jun Zhang 0004, Yikai Wang 0001 |
ICCV | 1 |
| 2020 | Load Balancing Mechanisms of Unmanned Surface Vehicle Cluster Based on Marine Vehicular Fog ComputingabstractThe unmanned surface vehicle (USV) cluster, during marine task execution, works in a challenging communication environment. The cluster's network topology and states of wireless channel change rapidly with time. And the computing resources of fog nodes may be shared by several task requests simultaneously. Therefore, it's necessary to find an effective load balancing mechanism to cope with the ever-changing adverse factors. The load balancing problems of vehicular fog computing of USV cluster are investigated in this work. And furthermore, the corresponding mathematical models, including marine vehicular fog computing networks, wireless channels, and several typical scheduling mechanisms, are established. The analytical models and simulation results show that the proposed scheduling algorithm based on minimum response time performs better than other selected algorithms and can significantly reduce the response time and blocking probability of task requests. Kuntao Cui, Wenli Sun, Bin Lin 0001, Wenqiang Sun |
MSN | 4 |