Ziyi Yang 0008

dblp:217/8277-8 · DBLP profile ↗
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9ranked-venue papers
3as first author
9since 2021 · last 2026
0000-0002-9318-4704ORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 7 · 1 first-author · 7 since 2021Artificial intelligence and machine learning · 6 · 3 first-author · 6 since 2021
YearPublicationVenuePosition
2026 AniGen: Unified S3 Fields for Animatable 3D Asset Generation
abstract
Animatable 3D assets, defined as geometry equipped with an articulated skeleton and skinning weights, are fundamental to interactive graphics, embodied agents, and animation production. While recent 3D generative models can synthesize visually plausible shapes from images, the results are typically static. Obtaining usable rigs via post-hoc auto-rigging is brittle and often produces skeletons that are topologically inconsistent with the generated geometry. We present AniGen , a unified framework that directly generates animate-ready 3D assets conditioned on a single image. Our key insight is to represent shape, skeleton, and skinning as mutually consistent S 3 Fields (Shape, Skeleton, Skin) defined over a shared spatial domain. To enable the robust learning of these fields, we introduce two technical innovations: (i) a confidence-decaying skeleton field that explicitly handles the geometric ambiguity of bone prediction at Voronoi boundaries, and (ii) a dual skin feature field that decouples skinning weights from specific joint counts, allowing a fixed-architecture network to predict rigs of arbitrary complexity. Built upon a two-stage flow-matching pipeline, AniGen first synthesizes a sparse structural scaffold and then generates dense geometry and articulation in a structured latent space. Extensive experiments demonstrate that AniGen substantially outperforms state-of-the-art sequential baselines in rig validity and animation quality, generalizing effectively to in-the-wild images across diverse categories including animals, humanoids, and machinery. Homepage : https://yihua7.github.io/AniGen_web/
Yihua Huang 0002, Zixin Zou, Yuting He 0006, Chirui Chang, Cheng-Feng Pu, Ziyi Yang 0008, Yan-Pei Cao 0001, Xiaojuan Qi 0001
ACM Trans. Graph.6
2025 Towards Realistic Example-based Modeling via 3D Gaussian Stitching
abstract
Using parts of existing models to rebuild new models, commonly termed as example-based modeling, is a classical methodology in the realm of computer graphics. Previous works mostly focus on shape composition, making them very hard to use for realistic composition of 3D objects captured from real-world scenes. This leads to combining multiple NeRFs into a single 3D scene to achieve seamless appearance blending. However, the current SeamlessNeRF method struggles to achieve interactive editing and harmonious stitching for real-world scenes due to its gradient-based strategy and grid-based representation. To this end, we present an example-based modeling method that combines multiple Gaussian fields in a point-based representation using sample-guided synthesis. Specifically, as for composition, we create a GUI to segment and transform multiple fields in real time, easily obtaining a semantically meaningful composition of models represented by 3D Gaussian Splatting (3DGS). For texture blending, due to the discrete and irregular nature of 3DGS, straightforwardly applying gradient propagation as SeamlssNeRF is not supported. Thus, a novel sampling-based cloning method is proposed to harmonize the blending while preserving the original rich texture and content. Our workflow consists of three steps: 1) real-time segmentation and transformation of 3DGS using a well-tailored GUI, 2) KNN analysis to identify boundary points in the intersecting area between the source and target models, and 3) two-phase optimization of the target model using sampling-based cloning and gradient constraints. Extensive experimental results validate that our approach significantly outperforms previous works in realistic synthesis, demonstrating its practicality.
Ziyi Yang 0008, Bingchen Gong, Xiaoguang Han 0001, Sipeng Yang, Xiaogang Jin 0001
CVPR2
2025 GSFaceMorpher: High-Fidelity 3D Face Morphing via Gaussian Splatting
abstract
ABSTRACT High‐fidelity 3D face morphing aims to achieve seamless transitions between realistic 3D facial representations of different identities. Although 3D Gaussian Splatting (3DGS) excels in high‐quality rendering, its application to morphing is hindered by the lack of Gaussian primitive correspondence and variations in primitive quantities. To address this, we propose GSFaceMorpher, which is a novel framework for high‐fidelity 3D face morphing based on 3DGS. Our method constructs an auxiliary model that bridges the source and target face models by aligning the geometry through Radial Basis Function (RBF) warping and optimizing the appearance in the image space. This auxiliary model enables smooth parameter interpolation, whereas a diffusion‐based refinement step enhances critical facial details through attention replacement from the reference faces. Experiments demonstrate that our method produces visually coherent and high‐fidelity morphing sequences, significantly outperforming NeRF‐based baselines in terms of both quantitative metrics and user preferences. Our work establishes a new benchmark for high‐fidelity 3D face morphing with applications in visual effects, animation, and immersive experiences.
Xiwen Shi, Hao Xu 0049, Ziyi Yang 0008, Xiaogang Jin 0001
Comput. Animat. Virtual Worlds5
2024 A General Implicit Framework for Fast NeRF Composition and Rendering
abstract
A variety of Neural Radiance Fields (NeRF) methods have recently achieved remarkable success in high render speed. However, current accelerating methods are specialized and incompatible with various implicit methods, preventing real-time composition over various types of NeRF works. Because NeRF relies on sampling along rays, it is possible to provide general guidance for acceleration. To that end, we propose a general implicit pipeline for composing NeRF objects quickly. Our method enables the casting of dynamic shadows within or between objects using analytical light sources while allowing multiple NeRF objects to be seamlessly placed and rendered together with any arbitrary rigid transformations. Mainly, our work introduces a new surface representation known as Neural Depth Fields (NeDF) that quickly determines the spatial relationship between objects by allowing direct intersection computation between rays and implicit surfaces. It leverages an intersection neural network to query NeRF for acceleration instead of depending on an explicit spatial structure.Our proposed method is the first to enable both the progressive and interactive composition of NeRF objects. Additionally, it also serves as a previewing plugin for a range of existing NeRF works.
Ziyi Yang 0008, Yunlu Zhao, Xiaogang Jin 0001, Changqing Zou
AAAI2
2024 SC-GS: Sparse-Controlled Gaussian Splatting for Editable Dynamic Scenes
abstract
Novel view synthesis for dynamic scenes is still a challenging problem in computer vision and graphics. Recently, Gaussian splatting has emerged as a robust technique to represent static scenes and enable high-quality and real-time novel view synthesis. Building upon this technique, we propose a new representation that explicitly decomposes the motion and appearance of dynamic scenes into sparse control points and dense Gaussians, respectively. Our key idea is to use sparse control points, significantly fewer in number than the Gaussians, to learn compact 6 DoF transformation bases, which can be locally interpolated through learned interpolation weights to yield the motion field of 3D Gaussians. We employ a deformation MLP to predict time-varying 6 DoF transformations for each control point, which reduces learning complexities, enhances learning abilities, and facilitates obtaining temporal and spatial coherent motion patterns. Then, we jointly learn the 3D Gaussians, the canonical space locations of control points, and the deformation MLP to reconstruct the appearance, geometry, and dynamics of 3D scenes. During learning, the location and number of control points are adaptively adjusted to accommodate varying motion complexities in different regions, and an ARAP loss following the principle of as rigid as possible is developed to enforce spatial continuity and local rigidity of learned motions. Finally, thanks to the explicit sparse motion representation and its decomposition from appearance, our method can enable user-controlled motion editing while retaining high-fidelity appearances. Extensive experiments demonstrate that our approach outperforms existing approaches on novel view synthesis with a high rendering speed and enables novel appearance-preserved motion editing applications.
Yihua Huang 0002, Yang-Tian Sun, Ziyi Yang 0008, Xiaoyang Lyu, Yan-Pei Cao 0001, Xiaojuan Qi 0001
CVPR3
2024 Deformable 3D Gaussians for High-Fidelity Monocular Dynamic Scene Reconstruction
abstract
Implicit neural representation has paved the way for new approaches to dynamic scene reconstruction. Nonetheless, cutting-edge dynamic neural rendering methods rely heavily on these implicit representations, which frequently struggle to capture the intricate details of objects in the scene. Furthermore, implicit methods have difficulty achieving real-time rendering in general dynamic scenes, limiting their use in a variety of tasks. To address the issues, we propose a deformable 3D Gaussians splatting method that reconstructs scenes using 3D Gaussians and learns them in canonical space with a deformation field to model monocular dynamic scenes. We also introduce an annealing smoothing training mechanism with no extra overhead, which can mitigate the impact of inaccurate poses on the smoothness of time interpolation tasks in real-world scenes. Through a differential Gaussian rasterizer, the deformable 3D Gaussians not only achieve higher rendering quality but also real-time rendering speed. Experiments show that our method outperforms existing methods significantly in terms of both rendering quality and speed, making it well-suited for tasks such as novel-view synthesis, time interpolation, and real-time rendering. Our code is available at https://github.com/ingra14m/Deformable-3D-Gaussians.
Ziyi Yang 0008, Shaohui Jiao, Yuqing Zhang 0005, Xiaogang Jin 0001
CVPR1
2024 RobIR: Robust Inverse Rendering for High-Illumination Scenes
abstract
Implicit representation has opened up new possibilities for inverse rendering. However, existing implicit neural inverse rendering methods struggle to handle strongly illuminated scenes with significant shadows and slight reflections. The existence of shadows and reflections can lead to an inaccurate understanding of the scene, making precise factorization difficult. To this end, we present RobIR, an implicit inverse rendering approach that uses ACES tone mapping and regularized visibility estimation to reconstruct accurate BRDF of the object. By accurately modeling the indirect radiance field, normal, visibility, and direct light simultaneously, we are able to accurately decouple environment lighting and the object's PBR materials without imposing strict constraints on the scene. Even in high-illumination scenes with shadows and specular reflections, our method can recover high-quality albedo and roughness with no shadow interference. RobIR outperforms existing methods in both quantitative and qualitative evaluations.
Ziyi Yang 0008, Chenyanzhen, Yazhen Yuan, Xiaogang Jin 0001
NeurIPS1
2024 Spec-Gaussian: Anisotropic View-Dependent Appearance for 3D Gaussian Splatting
abstract
The recent advancements in 3D Gaussian splatting (3D-GS) have not only facilitated real-time rendering through modern GPU rasterization pipelines but have also attained state-of-the-art rendering quality. Nevertheless, despite its exceptional rendering quality and performance on standard datasets, 3D-GS frequently encounters difficulties in accurately modeling specular and anisotropic components. This issue stems from the limited ability of spherical harmonics (SH) to represent high-frequency information. To overcome this challenge, we introduce Spec-Gaussian, an approach that utilizes an anisotropic spherical Gaussian (ASG) appearance field instead of SH for modeling the view-dependent appearance of each 3D Gaussian. Additionally, we have developed a coarse-to-fine training strategy to improve learning efficiency and eliminate floaters caused by overfitting in real-world scenes. Our experimental results demonstrate that our method surpasses existing approaches in terms of rendering quality. Thanks to ASG, we have significantly improved the ability of 3D-GS to model scenes with specular and anisotropic components without increasing the number of 3D Gaussians. This improvement extends the applicability of 3D GS to handle intricate scenarios with specular and anisotropic surfaces.
Ziyi Yang 0008, Yang-Tian Sun, Yihua Huang 0002, Xiaoyang Lyu, Shaohui Jiao, Xiaojuan Qi 0001, Xiaogang Jin 0001
NeurIPS1
2024 3DGSR: Implicit Surface Reconstruction with 3D Gaussian Splatting
abstract
In this paper, we present an implicit surface reconstruction method with 3D Gaussian Splatting (3DGS), namely 3DGSR, that allows for accurate 3D reconstruction with intricate details while inheriting the high efficiency and rendering quality of 3DGS. The key insight is to incorporate an implicit signed distance field (SDF) within 3D Gaussians for surface modeling, and to enable the alignment and joint optimization of both SDF and 3D Gaussians. To achieve this, we design coupling strategies that align and associate the SDF with 3D Gaussians, allowing for unified optimization and enforcing surface constraints on the 3D Gaussians. With alignment, optimizing the 3D Gaussians provides supervisory signals for SDF learning, enabling the reconstruction of intricate details. However, this only offers sparse supervisory signals to the SDF at locations occupied by Gaussians, which is insufficient for learning a continuous SDF. Then, to address this limitation, we incorporate volumetric rendering and align the rendered geometric attributes (depth, normal) with that derived from 3DGS. In sum, these two designs allow SDF and 3DGS to be aligned, jointly optimized, and mutually boosted. Our extensive experimental results demonstrate that our 3DGSR enables high-quality 3D surface reconstruction while preserving the efficiency and rendering quality of 3DGS. Besides, our method competes favorably with leading surface reconstruction techniques while offering a more efficient learning process and much better rendering qualities.
Xiaoyang Lyu, Yang-Tian Sun, Yihua Huang 0002, Xiuzhe Wu, Ziyi Yang 0008, Jiangmiao Pang, Xiaojuan Qi 0001
ACM Trans. Graph.5