VLDB 2026 Research / reviewers in the wild / expert
Zhihao Liang 0002
dblp:22/10644-2
· DBLP profile ↗
10ranked-venue papers
6as first author
10since 2021 · last 2025
0009-0000-2195-7918ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 8 · 5 first-author · 8 since 2021Graphics, computer vision, multimedia, augmented reality and games · 7 · 5 first-author · 7 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | ARMesh: Autoregressive Mesh Generation via Next-Level-of-Detail PredictionabstractDirectly generating 3D meshes, the default representation for 3D shapes in the graphics industry, using auto-regressive (AR) models has become popular these days, thanks to their sharpness, compactness in the generated results, and ability to represent various types of surfaces. However, AR mesh generative models typically construct meshes face by face in lexicographic order, which does not effectively capture the underlying geometry in a manner consistent with human perception. Inspired by 2D models that progressively refine images, such as the prevailing next-scale prediction AR models, we propose generating meshes auto-regressively in a progressive coarse-to-fine manner. Specifically, we view mesh simplification algorithms, which gradually merge mesh faces to build simpler meshes, as a natural fine-to-coarse process. Therefore, we generalize meshes to simplicial complexes and develop a transformer-based AR model to approximate the reverse process of simplification in the order of level of detail, constructing meshes initially from a single point and gradually adding geometric details through local remeshing, where the topology is not predefined and is alterable. Our experiments show that this novel progressive mesh generation approach not only provides intuitive control over generation quality and time consumption by early stopping the auto-regressive process but also enables applications such as mesh refinement and editing. Jiabao Lei, Kewei Shi, Zhihao Liang 0002, Kui Jia |
NeurIPS | 3 |
| 2025 | GUS-IR: Gaussian Splatting With Unified Shading for Inverse RenderingabstractRecovering the intrinsic physical attributes of a scene from images, generally termed as the inverse rendering problem, has been a central and challenging task in computer vision and computer graphics. In this paper, we present GUS-IR, a novel framework designed to address the inverse rendering problem for complicated scenes featuring rough and glossy surfaces. This paper starts by analyzing and comparing two prominent shading techniques popularly used for inverse rendering, forward shading and deferred shading, effectiveness in handling complex materials. More importantly, we propose a unified shading solution that combines the advantages of both techniques for better decomposition. In addition, we analyze the normal modeling in 3D Gaussian Splatting (3DGS) and utilize the shortest axis as normal for each particle in GUS-IR, along with a depth-related regularization, resulting in improved geometric representation and better shape reconstruction. Furthermore, we enhance the probe-based baking scheme proposed by GS-IR to achieve more accurate ambient occlusion modeling to better handle indirect illumination. Extensive experiments have demonstrated the superior performance of GUS-IR in achieving precise intrinsic decomposition and geometric representation, supporting many downstream tasks (such as relighting, retouching) in computer vision, graphics, and extended reality. Zhihao Liang 0002, Hongdong Li, Kui Jia, Kailing Guo, Qi Zhang 0029 |
IEEE Trans. Pattern Anal. Mach. Intell. | 1 |
| 2025 | IR-Pro: Baking Probes to Model Indirect Illumination for Inverse Rendering of ScenesabstractModeling indirect illumination to handle global illumination and decompose materials from multi-view images is challenging, especially in complex scenes with self-occlusion. While recent implicit neural representations show promise in inverse rendering, they struggle with efficient and effective modeling of indirect illumination. Besides, real-time global illumination techniques (e.g. Indirect Lighting Cache) have been successful in gaming. Inspired by this, we present a novel three-stageInverseRenderer withProbes (IR-Pro), which efficiently caches occlusion to handle indirect illumination. Experiments demonstrate the superiority of IR-Pro over existing methods in the inverse rendering of complex scenes. Furthermore, we successfully integrate the results into digital content creation software and showcase their effectiveness in applications, like relighting, simulation, and editing. Zhihao Liang 0002, Qi Zhang 0029, Yirui Guan, Kui Jia |
IEEE Signal Process. Lett. | 1 |
| 2024 | GS-IR: 3D Gaussian Splatting for Inverse RenderingabstractWe propose GS-IR, a novel inverse rendering approach based on 3D Gaussian Splatting (3DGS) that leverages forward mapping volume rendering to achieve photorealistic novel view synthesis and relighting results. Unlike previous works that use implicit neural representations and volume rendering (e.g. NeRF), which suffer from low expressive power and high computational complexity, we extend 3DGS, a top-performance representation for novel view synthesis, to estimate scene geometry, surface material, and environment illumination from multi-view images captured under unknown lighting conditions. There are two main problems when introducing 3DGS to inverse rendering: 1) 3DGS does not support producing plausible normal natively; 2) forward mapping (e.g. rasterization and splatting) cannot trace the occlusion like backward mapping (e.g. ray tracing). To address these challenges, our GS-IR proposes an efficient optimization scheme incorporating a depth-derivation-based regularization for normal estimation and a baking-based occlusion to model indirect lighting. The flexible and expressive 3DGS representation allows us to achieve fast and compact geometry reconstruction, photore-alistic novel view synthesis, and effective physically-based rendering. We demonstrate the superiority of our method over baseline methods through qualitative and quantitative evaluations of various challenging scenes. The source code is available at https://github.com/lzhnb/GS-IR. Zhihao Liang 0002, Qi Zhang 0029, Ying Shan, Kui Jia |
CVPR | 1 |
| 2024 | Sur2f: A Hybrid Representation for High-Quality and Efficient Surface Reconstruction from Multi-view Images
Zhangjin Huang, Zhihao Liang 0002, Kui Jia |
ECCV (60) | 2 |
| 2024 | Analytic-Splatting: Anti-Aliased 3D Gaussian Splatting via Analytic Integration
Zhihao Liang 0002, Qi Zhang 0029, Wenbo Hu 0002, Lei Zhu 0016, Kui Jia |
ECCV (17) | 1 |
| 2024 | Exploring Diversity-Based Active Learning for 3D Object Detection in Autonomous Drivingabstract3D object detection has recently received much attention due to its great potential in autonomous vehicle (AV). The success of deep learning based object detectors relies on the availability of large-scale annotated datasets, which is time-consuming and expensive to compile, especially for 3D bounding box annotation. In this work, we investigate diversity-based active learning (AL) as a potential solution to alleviate the annotation burden. Given limited annotation budget, only the most informative frames and objects are automatically selected for human to annotate. Technically, we take the advantage of the multimodal information provided in an AV dataset, and propose a novel acquisition function that enforces spatial and temporal diversity in the selected samples. We benchmark the proposed method against other AL strategies under realistic annotation cost measurements, where the realistic costs for annotating a frame and a 3D bounding box are both taken into consideration. We demonstrate the effectiveness of the proposed method on the nuScenes dataset and show that it outperforms existing AL strategies significantly. Jinpeng Lin, Zhihao Liang 0002, Shengheng Deng, Lile Cai, Tao Jiang 0014, Tianrui Li 0001, Kui Jia, Xun Xu 0002 |
IEEE Trans. Intell. Transp. Syst. | 2 |
| 2023 | HelixSurf: A Robust and Efficient Neural Implicit Surface Learning of Indoor Scenes with Iterative Intertwined RegularizationabstractRecovery of an underlying scene geometry from multi-view images stands as a long-time challenge in computer vision research. The recent promise leverages neural implicit surface learning and differentiable volume rendering, and achieves both the recovery of scene geometry and synthesis of novel views, where deep priors of neural models are used as an inductive smoothness bias. While promising for object-level surfaces, these methods suffer when coping with complex scene surfaces. In the meanwhile, traditional multi-view stereo can recover the geometry of scenes with rich textures, by globally optimizing the local, pixel-wise correspondences across multiple views. We are thus motivated to make use of the complementary benefits from the two strategies, and propose a method termed Helix-shaped neural implicit Surface learning or HelixSurf; HelixSurf uses the intermediate prediction from one strategy as the guidance to regularize the learning of the other one, and conducts such intertwined regularization iteratively during the learning process. We also propose an efficient scheme for differentiable volume rendering in HelixSurf Experiments on surface reconstruction of indoor scenes show that our method compares favorably with existing methods and is orders of magnitude faster, even when some of existing methods are assisted with auxiliary training data. The source code is available at hups://guhub.com/Gorilla-Lab-SCUT/HelixSurf. Zhihao Liang 0002, Zhangjin Huang, Changxing Ding, Kui Jia |
CVPR | 1 |
| 2022 | VISTA: Boosting 3D Object Detection via Dual Cross-VIew SpaTial AttentionabstractDetecting objects from LiDAR point clouds is of tremendous significance in autonomous driving. In spite of good progress, accurate and reliable 3D detection is yet to be achieved due to the sparsity and irregularity of LiDAR point clouds. Among existing strategies, multi-view methods have shown great promise by leveraging the more comprehensive information from both bird's eye view (BEV) and range view (RV). These multi-view methods either refine the proposals predicted from single view via fused features, or fuse the features without considering the global spatial con-text; their performance is limited consequently. In this paper, we propose to adaptively fuse multi-view features in a global spatial context via Dual Cross- VIew SpaTial Attention (VISTA). The proposed VISTA is a novel plug-and-play fusion module, wherein the multi-layer perceptron widely adopted in standard attention modules is replaced with a convolutional one. Thanks to the learned attention mechanism, VISTA can produce fused features of high quality for prediction of proposals. We decouple the classification and regression tasks in VISTA, and an additional constraint of attention variance is applied that enables the attention module to focus on specific targets instead of generic points. We conduct thorough experiments on the benchmarks of nuScenes and Waymo; results confirm the efficacy of our designs. At the time of submission, our method achieves 63.0% in overall mAP and 69.8% in NDS on the nuScenes benchmark, outperforming all published methods by up to 24% in safety-crucial categories such as cyclist. Shengheng Deng, Zhihao Liang 0002, Kui Jia |
CVPR | 2 |
| 2021 | Instance Segmentation in 3D Scenes using Semantic Superpoint Tree NetworksabstractInstance segmentation in 3D scenes is fundamental in many applications of scene understanding. It is yet challenging due to the compound factors of data irregularity and uncertainty in the numbers of instances. State-of-the-art methods largely rely on a general pipeline that first learns point-wise features discriminative at semantic and instance levels, followed by a separate step of point grouping for proposing object instances. While promising, they have the shortcomings that (1) the second step is not supervised by the main objective of instance segmentation, and (2) their point-wise feature learning and grouping are less effective to deal with data irregularities, possibly resulting in fragmented segmentations. To address these issues, we propose in this work an end-to-end solution of Semantic Superpoint Tree Network (SSTNet) for proposing object instances from scene points. Key in SST-Net is an intermediate, semantic superpoint tree (SST), which is constructed based on the learned semantic features of superpoints, and which will be traversed and split at intermediate tree nodes for proposals of object instances. We also design in SSTNet a refinement module, termed CliqueNet, to prune superpoints that may be wrongly grouped into instance proposals. Experiments on the benchmarks of ScanNet and S3DIS show the efficacy of our proposed method. At the time of submission, SSTNet ranks top on the ScanNet (V2) leaderboard, with 2% higher of mAP than the second best method. The source code in PyTorch is available at https://github.com/Gorilla-Lab-SCUT/SSTNet. Zhihao Liang 0002, Zhihao Li 0002, Songcen Xu, Mingkui Tan, Kui Jia |
ICCV | 1 |