VLDB 2026 Research / reviewers in the wild / expert
Weidan Xiong
dblp:218/8549
· DBLP profile ↗
8ranked-venue papers
7as first author
7since 2021 · last 2026
0000-0001-5490-3676ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 8 · 7 first-author · 7 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Paver: Element-based pattern creation on 3D free-form surfaces
Weidan Xiong, Yongli Wu, Peng Song 0001, Jianmin Zheng |
Comput. Aided Des. | 1 |
| 2025 | DiffTex: Differentiable Texturing for Architectural Proxy ModelsabstractSimplified proxy models are commonly used to represent architectural structures, reducing storage requirements and enabling real-time rendering. However, the geometric simplifications inherent in proxies result in a loss of fine color and geometric details, making it essential for textures to compensate for the loss. Preserving the rich texture information from the original dense architectural reconstructions remains a daunting task, particularly when working with unordered RGB photographs. We propose an automated method for generating realistic texture maps for architectural proxy models at the texel level from an unordered collection of registered photographs. Our approach establishes correspondences between texels on a UV map and pixels in the input images, with each texel's color computed as a weighted blend of associated pixel values. Using differentiable rendering, we optimize blending parameters to ensure photometric and perspective consistency, while maintaining seamless texture coherence. Experimental results demonstrate the effectiveness and robustness of our method across diverse architectural models and varying photographic conditions, enabling the creation of high-quality textures that preserve visual fidelity and structural detail. Weidan Xiong, Yongli Wu, Bochuan Zeng, Jianwei Guo 0003, Dani Lischinski, Daniel Cohen-Or, Hui Huang 0004 |
ACM Trans. Graph. | 1 |
| 2025 | Aerial Path Planning for Urban Geometry and Texture Co-CaptureabstractRecent advances in image acquisition and scene reconstruction have enabled the generation of high-quality structural urban scene geometry, given sufficient site information. However, current capture techniques often overlook the crucial importance of texture quality, resulting in noticeable visual artifacts in the textured models. In this work, we introduce the urban geometry and texture co-capture problem under limited prior knowledge before a site visit. The only inputs are a 2D building contour map of the target area and a safe flying altitude above the buildings. We propose an innovative aerial path planning framework designed to co-capture images for reconstructing both structured geometry and high-fidelity textures. To evaluate and guide view planning, we introduce a comprehensive texture quality assessment system, including two novel metrics tailored for building facades. Firstly, our method generates high-quality vertical dipping views and horizontal planar views to effectively capture both geometric and textural details. A multi-objective optimization strategy is then proposed to jointly maximize texture fidelity, improve geometric accuracy, and minimize the cost associated with aerial views. Furthermore, we present a sequential path planning algorithm that accounts for texture consistency during image capture. Extensive experiments on large-scale synthetic and real-world urban datasets demonstrate that our approach effectively produces image sets suitable for concurrent geometric and texture reconstruction, enabling the creation of realistic, textured scene proxies at low operational cost. Weidan Xiong, Bochuan Zeng, Jianwei Guo 0003, Ke Xie 0001, Hui Huang 0004 |
ACM Trans. Graph. | 1 |
| 2024 | LightUrban: Similarity Based Fine-grained Instancing for Lightweighting Complex Urban Point CloudsabstractAbstract Large‐scale urban point clouds play a vital role in various applications, while rendering and transmitting such data remains challenging due to its large volume, complicated structures, and significant redundancy. In this paper, we present LightUrban, the first point cloud instancing framework for efficient rendering and transmission of fine‐grained complex urban scenes. We first introduce a segmentation method to organize the point clouds into individual buildings and vegetation instances from coarse to fine. Next, we propose an unsupervised similarity detection approach to accurately group instances with similar shapes. Furthermore, a fast pose and size estimation component is applied to calculate the transformations between the representative instance and the corresponding similar instances in each group. By replacing individual instances with their group's representative instances, the data volume and redundancy can be dramatically reduced. Experimental results on large‐scale urban scenes demonstrate the effectiveness of our algorithm. To sum up, our method not only structures the urban point clouds but also significantly reduces data volume and redundancy, filling the gap in lightweighting urban landscapes through instancing. Weidan Xiong |
Comput. Graph. Forum | 2 |
| 2023 | TwinTex: Geometry-Aware Texture Generation for Abstracted 3D Architectural ModelsabstractCoarse architectural models are often generated at scales ranging from individual buildings to scenes for downstream applications such as Digital Twin City, Metaverse, LODs, etc. Such piece-wise planar models can be abstracted as twins from 3D dense reconstructions. However, these models typically lack realistic texture relative to the real building or scene, making them unsuitable for vivid display or direct reference. In this paper, we present TwinTex , the first automatic texture mapping framework to generate a photorealistic texture for a piece-wise planar proxy. Our method addresses most challenges occurring in such twin texture generation. Specifically, for each primitive plane, we first select a small set of photos with greedy heuristics considering photometric quality, perspective quality and facade texture completeness. Then, different levels of line features (LoLs) are extracted from the set of selected photos to generate guidance for later steps. With LoLs, we employ optimization algorithms to align texture with geometry from local to global. Finally, we fine-tune a diffusion model with a multi-mask initialization component and a new dataset to inpaint the missing region. Experimental results on many buildings, indoor scenes and man-made objects of varying complexity demonstrate the generalization ability of our algorithm. Our approach surpasses state-of-the-art texture mapping methods in terms of high-fidelity quality and reaches a human-expert production level with much less effort. Weidan Xiong, Hongqian Zhang, Botao Peng, Yongli Wu, Jianwei Guo 0003, Hui Huang 0004 |
ACM Trans. Graph. | 1 |
| 2022 | ShapeArchit: Shape-Inspired Architecture Design with Space Planning
Weidan Xiong, Pedro V. Sander, Ajay Joneja |
Comput. Aided Des. | 1 |
| 2022 | Rationalizing Architectural Surfaces Based on Clustering of JointsabstractWe introduce the problem of clustering the set of vertices in a given 3D mesh. The problem is motivated by the need for value engineering in architectural projects. We first derive a max-norm based metric to estimate the geometric disparity between a given pair of vertices, and characterize the problem in terms of this measure. We show that this distance can be computed by using Sequential Quadratic Programming (SQP). Next we introduce two different algorithms for clustering the set of vertices on a given mesh, respectively based on two disparity measurements: max-norm and L2-norm based metric. An equivalence is established between mesh vertices and physical joints in an architectural mesh. By replacing individual joints by their equivalent cluster representative, the number of unique joints in the facade mesh, and therefore the fabrication cost, is dramatically reduced. Finally, we present an algorithm for remeshing a given surface in order to further reduce the number of joint clusters. The framework is tested for a set of real-world architectural surfaces to illustrate the effectiveness and utility of our approach. Overall, this approach tackles the important problem reducing fabrication cost of joints without modifying the underlying connectivity that was specified by the architect. Weidan Xiong, Chong Mo Cheung, Pedro V. Sander, Ajay Joneja |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2018 | Shape-inspired architectural designabstractWe introduce a method to design architectural buildings that are inspired by shapes of non-architectural forms. The user inputs a few binary images, each providing an indicative shape for the building from a different viewpoint. A discrete visual hull corresponding to each binary image is generated. A voxel model is then constructed by intersecting the hulls corresponding to the images. The shape of the voxel model depends on the parameters of the projections. Real buildings must also obey some topological and structural constraints. We develop a shape metric to evaluate a given design in terms of topological, functional and structural requirements of the building. This allows us to optimize the building shape as a function of the parameters of the projection. The optimization problem is solved by means of an improved cuckoo search metaheuristic. The resulting voxel model is converted into a mesh. Finally, we apply a novel smoothing algorithm that produces a smooth surface while preserving sharp creases and roof structures. Several examples are presented in the paper to illustrate the methodology and results. Weidan Xiong, Pedro V. Sander, Ajay Joneja |
I3D | 1 |