VLDB 2026 Research / reviewers in the wild / expert
Deqi Li
dblp:220/3545
· DBLP profile ↗
10ranked-venue papers
4as first author
7since 2021 · last 2026
0000-0001-5742-6609ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 6 · 3 first-author · 6 since 2021Human-computer interaction and ubiquitous computing · 5 · 1 first-author · 2 since 2021Applied, interdisciplinary, general and emerging computing · 3 · 1 first-author
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | GANG: Geometrically-Aligned Neural Gaussians for Efficient and Realistic RelightingabstractEfficient and realistic relighting of complex scenes with unknown illumination remains a crucial but challenging task. Recent advancements in 3D Gaussian Splatting (3DGS) have shown impressive object-level relighting. However, they still struggle with complex real-world scenes, mainly due to the challenges of accurately decoupling intricate geometry, materials, and lighting using concise 3D Gaussian primitives. In this paper, we propose a new Geometrically-Aligned Neural Gaussian Splatting (GANG) method, which performs efficient physically based rendering (PBR) directly on anchor-based relightable neural Gaussians. Our key idea is to regularize the decoded neural Gaussians geometrically aligned with the latent signed distance field (SDF) surface spawned from anchors using a differentiable implicit indicator function (IIF) solver. It brings effective geometric association to accurate decoupling of materials and lighting for efficient and realistic relighting of complex scenes. Furthermore, we propose a locally consistent geometry regularization to guide more concise neural Gaussian learning with a hybrid lighting model, which combines position-learnable spherical Gaussians (SGs) and an environment map, allowing accurate modeling of both local and global illumination. Experimental results on public datasets demonstrate that GANG consistently outperforms previous PBR methods in material decomposition and relighting quality, while representing complex scenes with concise anchors. To the best of our knowledge, GANG is a new state-of-the-art 3DGS method for realistic relighting, enabling efficient rendering and flexible editing materials and illumination, especially for complex scenes. Deqi Li, Shi-Sheng Huang, Hongbo Fu 0001, Hua Huang 0001 |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2025 | GS-RoadPatching: Inpainting Gaussians via 3D Searching and Placing for Driving ScenesabstractThis paper presents GS-RoadPatching, an inpainting method for driving scene completion by referring to completely reconstructed regions, which are represented by 3D Gaussian Splatting (3DGS). Unlike existing 3DGS inpainting methods that perform generative completion relying on 2D perspective-view-based diffusion or GAN models to predict limited appearance or depth cues for missing regions, our approach enables substitutional scene inpainting and editing directly through the 3DGS modality, extricating it from requiring spatial-temporal consistency of 2D cross-modals and eliminating the need for time-intensive retraining of Gaussians. Our key insight is that the highly repetitive patterns in driving scenes often share multi-modal similarities within the implicit 3DGS feature space and are particularly suitable for structural matching to enable effective 3DGS-based substitutional inpainting. Practically, we construct feature-embedded 3DGS scenes to incorporate a patch measurement method for abstracting local context at different scales and, subsequently, propose a structural search method to find candidate patches in 3D space effectively. Finally, we propose a simple yet effective substitution-and-fusion optimization for better visual harmony. We conduct extensive experiments on multiple publicly available datasets to demonstrate the effectiveness and efficiency of our proposed method in driving scenes, and the results validate that our method achieves state-of-the-art performance compared to the baseline methods in terms of both quality and interoperability. Additional experiments in general scenes also demonstrate the applicability of the proposed 3D inpainting strategy. The project page and code are available at: https://shanzhaguoo.github.io/GS-RoadPatching/. Jiarun Liu, Sicong Du, Chenming Wu, Deqi Li, Shi-Sheng Huang, Guofeng Zhang 0001, Sheng Yang 0007 |
SIGGRAPH Asia | 5 |
| 2025 | MPGS: Multi-Plane Gaussian Splatting for Compact Scenes RenderingabstractAccurate reconstruction of heterogeneous scenes for high-fidelity rendering in an efficient manner remains a crucial but challenging task in many Virtual Reality and Augmented Reality applications. The recent 3D Gaussian Splatting (3DGS) has shown impressive quality in scene rendering with real-time performance. However, for heterogeneous scenes with many weak-textured regions, the original 3DGS can easily produce numerously wrong floaters with unbalanced reconstruction using redundant 3D Gaussians, which often leads to unsatisfied scene rendering. This paper proposes a novel multi-plane Gaussian Splatting (MPGS), which aims to achieve high-fidelity rendering with compact reconstruction for heterogeneous scenes. The key insight of our MPGS is the introduction of a novel multi-plane Gaussian optimization strategy, which effectively adjusts the Gaussian distribution for both rich-textured and weak-textured regions in heterogeneous scenes. Moreover, we further propose a multi-scale geometric correction mechanism to effectively mitigate degradation of the 3D Gaussian distribution for compact scene reconstruction. Besides, we regularize the Gaussian distributions using normal information extracted from the compact scene learning. Experimental results on public datasets demonstrate that the proposed MPGS achieves much better rendering quality compared to previous methods, while using less storage and offering more efficient rendering. To our best knowledge, MPGS is a new state-of-the-art 3D Gaussian splatting method for compact reconstruction of heterogeneous scenes, enabling high-fidelity rendering in novel view synthesis, especially improving rendering quality for weak-textured regions. The code will be released at https://github.com/wanglids/MPGS. Deqi Li, Shi-Sheng Huang, Hua Huang 0001 |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2023 | Dynamic View Synthesis with Spatio-Temporal Feature Warping from Sparse ViewsabstractSignificant progress has been made in realizing novel view synthesis of dynamic scenes from sparse input views. However, achieving spatio-temporal consistency in dynamic view synthesis remains to be challenging for previous approaches, since the spatio-temporal correlation for view synthesis has not been fully explored. In this paper, we propose a spatio-temporal feature warping (STFW) mechanism, which can be embedded into a deep model to produce high-quality and spatio-temporally consistent view synthesis results. The two core components of STFW are: (1) a spatial feature warping (SFW) module, which enables adaptive perception of multi-view context-consistent geometric information with a compact point cloud representation, and (2) a temporal feature warping (TFW) module that implicitly models the dynamic geometry by approaching the pixel shift in image coordinate. In the optimization process of view synthesis, the SFW and TFW are integrated to exploit the spatio-temporal correlation cues across sparse input views and novel views. Leveraging the STFW, we further build an end-to-end dynamic view synthesis model with sparse input views. Qualitative and quantitative evaluation on public multi-view datasets demonstrate that our view synthesis pipeline achieves better performance compared to previous methods in terms of visual quality. Deqi Li, Shi-Sheng Huang, Tianyu Shen, Hua Huang 0001 |
ACM Multimedia | 1 |
| 2023 | Depth-Aware Multi-Person 3D Pose Estimation With Multi-Scale Waterfall RepresentationsabstractEstimating absolute 3D poses of multiple people from monocular image is challenging due to the presence of occlusions and the scale variation among different persons. Among the existing methods, the top-down paradigms are highly dependent on human detection which is prone to the influence from inter-person occlusions, while the bottom-up paradigms suffer from the difficulties in keypoint feature extraction caused by scale variation and unreliable joint grouping caused by occlusions. To address these challenges, we introduce a novel multi-person 3D pose estimation framework, aided by multi-scale feature representations and human depth perceiving. Firstly, a waterfall-based architecture is incorporated for multi-scale feature representations to achieve a more accurate estimation of occluded joints with a better detection of human shapes. Then the global and local representations are fused for handling the effects of inter-person occlusion and scale variation in depth perceiving and keypoint feature extraction. Finally, with the guidance of the fused multi-scale representations, a depth-aware model is exploited for better 2D joint grouping and 3D pose recovering. Quantitative and qualitative evaluations on benchmark datasets of MuCo-3DHP and MuPoTS-3D prove the effectiveness of our proposed method. Furthermore, we produce an occluded MuPoTS-3D dataset and the experiments on it validate the superiority of our method for overcoming the occlusions. Tianyu Shen, Deqi Li, Fei-Yue Wang 0001, Hua Huang 0001 |
IEEE Trans. Multim. | 2 |
| 2023 | VirtualClassroom: A Lecturer-Centered Consumer-Grade Immersive Teaching System in Cyber-Physical-Social SpaceabstractLecturers, as the guidance of the classroom, play a significant role in the teaching process. However, the lecturers’ sense of space immersion has been ignored in current virtual teaching systems. In this article, we explore the cyber–physical–social intelligence for Edu-Metaverse in cyber–physical–social space and specially design a lecturer-centered immersive teaching system, taking the social and lecturers’ factors into consideration. We call this system VirtualClassroom (V-Classroom). Specifically, we first introduce the cyber–physical–social system (CPSS) paradigm of V-Classroom so that the workflow is standardized and significantly simplified, and the systems can be constructed with off-the-shelf hardware. The key component of V-Classroom is a cyber-world representation of a physical-world classroom instrumented with sparse consumer-grade RGBD cameras for capturing the 3-D geometry and texture of the classrooms. We provide each V-Classroom lecturer with a physical device for sending 6DoF view-change messages and showing view-dependent content of the remote classroom. Following the above paradigm, we develop the V-Classroom algorithms, including V-Classroom depth algorithm (V-DA) and V-Classroom view algorithm (V-VA), to achieve the real-time rendering of remote classrooms. V-DA is dedicated to recovering accurate depth information of the classrooms while V-VA is devoted to real-time novel view synthesis. Finally, we illustrate our implemented CPSS-driven V-Classroom prototype, based on real-world classroom scenarios we collected, and discuss the main challenges and future direction. Tianyu Shen, Shi-Sheng Huang, Deqi Li, Fei-Yue Wang 0001, Hua Huang 0001 |
IEEE Trans. Syst. Man Cybern. Syst. | 3 |
| 2022 | DEKRV2: More Accurate or Fast than DEKRabstractBottom-up human pose estimation has raised more investigation in recent years, especially 2D keypoints regression. However, the state-of-art DEKR [1] still has some aspects (e.g., speed and accuracy) to be improved. In this paper, we propose a new framework named DEKRv2, which has been enhanced compared to DEKR. When DEKR calculates the offset of each keypoint, it only considers the features of the current keypoint and neglects the constraints between the adjacent keypoints. We adopt a coarse-to-fine feature extraction method to obtain a more accurate feature location of keypoints for this problem. We also find that the multibranch network in DEKR is very time-consuming because it is serial. We designed a more effective module based on Group Convolution to replace the multi-branches network in DEKR, and it can reduce reasoning time. Experiments on the CrowdPose dataset show that our method achieves superior compared with DEKR in speed or accuracy, respectively. In the single-scale test, our method obtains 66.6 mAP, 0.6 higher than DEKR. The codes and models are available at https://github.com/chaowentao/DEKRv2. Wentao Chao, Fuqing Duan, Wanning Zhu, Tianyuan Jia, Deqi Li |
ICIP | 6 |
| 2019 | PKULAE: A Learning Attitude Evaluation Method Based on Learning Behavior
Deqi Li, Zhengzhou Zhu, Zhonghai Wu |
ITS | 1 |
| 2019 | A Learning Early-Warning Model Based on Knowledge Points
Jiahe Zhai, Zhengzhou Zhu, Deqi Li, Nanxiong Huang |
ITS | 3 |
| 2018 | A Novel Learning Early-Warning Model Based on Random Forest Algorithm
Xiaoxiao Cheng, Zhengzhou Zhu, Xiaofang Yuan, Qun Guo 0005, Deqi Li, Ruofei Zhu |
ITS | 7 |