Linning Xu

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22ranked-venue papers
3as first author
18since 2021 · last 2025
0000-0003-1026-2410ORCID · corroborated

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

Artificial intelligence and machine learning · 18 · 2 first-author · 14 since 2021Graphics, computer vision, multimedia, augmented reality and games · 18 · 3 first-author · 14 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author · 1 since 2021
YearPublicationVenuePosition
2025 FlashGS: Efficient 3D Gaussian Splatting for Large-scale and High-resolution Rendering
abstract
Recent advances in 3D Gaussian Splatting (3DGS) have demonstrated significant potential over traditional rendering techniques, attracting widespread attention from both industry and academia. However, real-time rendering with 3DGS remains a challenging problem, particularly in large-scale, high-resolution scenes due to the presence of numerous anisotropic Gaussian representations, and it has not been extensively explored. To address this challenge, we introduce FlashGS, an open-source CUDA library with Python bindings, featuring comprehensive algorithm design and optimizations, including redundancy elimination, adaptive scheduling, and efficient pipelining. First, we eliminate substantial redundant computations through precise Gaussian intersection tests, leveraging the intrinsic mechanism of the 3DGS rasterizer. During task partitioning, we propose an adaptive scheduling strategy that accounts for variations in Gaussian size and shape. Additionally, we design a multi-stage pipelining strategy for color computation in the rendering process, further accelerating performance. We conduct an extensive evaluation of FlashGS across a diverse range of synthetic and real-world 3D scenes, encompassing scene sizes of up to 2.7 km2cityscape and resolutions of up to over 4K. Our approach improves 3DGS rendering performance by an order of magnitude, achieving an average speedup of 7.2×, and rendering at a minimum of 125.9 FPS, setting a new state-of-the-art in real-time 3DGS rendering. https://github.com/InternLandMark/FlashGS.
Guofeng Feng, Zimu Liao, Boni Hu, Linning Xu, Zhilin Pei, Hengjie Li, Ninghui Sun, Xingcheng Zhang, Bo Dai 0002
CVPR8
2025 Horizon-GS: Unified 3D Gaussian Splatting for Large-Scale Aerial-to-Ground Scenes
abstract
Seamless integration of both aerial and street view images remains a significant challenge in neural scene reconstruction and rendering. Existing methods predominantly focus on single domain, limiting their applications in immersive environments, which demand extensive free view exploration with large view changes both horizontally and vertically. We introduce Horizon-Gs, a novel approach built upon Gaussian Splatting techniques, tackles the unified reconstruction and rendering for aerial and street views. Our method addresses the key challenges of combining these perspectives with a new training strategy, overcoming viewpoint discrepancies to generate high-fidelity scenes. We also curate a high-quality aerial-to-ground views dataset encompassing both synthetic and real-world scene to advance further research. Experiments across diverse urban scene datasets confirm the effectiveness of our method.
Lihan Jiang, Kerui Ren, Mulin Yu, Linning Xu, Junting Dong, Tao Lu 0005, Feng Zhao 0004, Dahua Lin, Bo Dai 0002
CVPR4
2025 ObjectGS: Object-Aware Scene Reconstruction and Scene Understanding via Gaussian Splatting
Ruijie Zhu 0002, Mulin Yu, Linning Xu, Lihan Jiang, Yixuan Li 0002, Tianzhu Zhang 0001, Jiangmiao Pang, Bo Dai 0002
ICCV3
2025 Direct Numerical Layout Generation for 3D Indoor Scene Synthesis via Spatial Reasoning
abstract
Realistic 3D indoor scene synthesis is vital for embodied AI and digital content creation. It can be naturally divided into two subtasks: object generation and layout generation. While recent generative models have significantly advanced object-level quality and controllability, layout generation remains challenging due to limited datasets. Existing methods either overfit to these datasets or rely on predefined constraints to optimize numerical layout that sacrifice flexibility. As a result, they fail to generate scenes that are both open-vocabulary and aligned with fine-grained user instructions. We introduce DirectLayout, a framework that directly generates numerical 3D layouts from text descriptions using generalizable spatial reasoning of large language models (LLMs). DirectLayout decomposes the generation into three stages: producing a Bird's-Eye View (BEV) layout, lifting it into 3D space, and refining object placements. To enable explicit spatial reasoning and help the model grasp basic principles of object placement, we employ Chain-of-Thought (CoT) Activation based on the 3D-Front dataset. Additionally, we design CoT-Grounded Generative Layout Reward to enhance generalization and spatial planning. During inference, DirectLayout addresses asset-layout mismatches via Iterative Asset-Layout Alignment through in-context learning. Extensive experiments demonstrate that DirectLayout achieves impressive semantic consistency, generalization and physical plausibility.
Xingjian Ran, Yixuan Li 0002, Linning Xu, Mulin Yu, Bo Dai 0002
NeurIPS3
2025 MV-CoLight: Efficient Object Compositing with Consistent Lighting and Shadow Generation
abstract
Object compositing offers significant promise for augmented reality (AR) and embodied intelligence applications. Existing approaches predominantly focus on single-image scenarios or intrinsic decomposition techniques, facing challenges with multi-view consistency, complex scenes, and diverse lighting conditions. Recent inverse rendering advancements, such as 3D Gaussian and diffusion-based methods, have enhanced consistency but are limited by scalability, heavy data requirements, or prolonged reconstruction time per scene. To broaden its applicability, we introduce MV-CoLight, a two-stage framework for illumination-consistent object compositing in both 2D images and 3D scenes. Our novel feed-forward architecture models lighting and shadows directly, avoiding the iterative biases of diffusion-based methods. We employ a Hilbert curve-based mapping to align 2D image inputs with 3D Gaussian scene representations seamlessly. To facilitate training and evaluation, we further introduce a large-scale 3D compositing dataset. Experiments demonstrate state-of-the-art harmonized results across standard benchmarks and our dataset, as well as casually captured real-world scenes demonstrate the framework's robustness and wide generalization.
Kerui Ren, Jiayang Bai, Linning Xu, Lihan Jiang, Jiangmiao Pang, Mulin Yu, Bo Dai 0002
NeurIPS3
2025 AnySplat: Feed-forward 3D Gaussian Splatting from Unconstrained Views
abstract
We introduce AnySplat, a feed-forward network for novel-view synthesis from uncalibrated image collections. In contrast to traditional neural-rendering pipelines that demand known camera poses and per-scene optimization, or recent feed-forward methods that buckle under the computational weight of dense views—our model predicts everything in one shot. A single forward pass yields a set of 3D Gaussian primitives encoding both scene geometry and appearance, and the corresponding camera intrinsics and extrinsics for each input image. This unified design scales effortlessly to casually captured, multi-view datasets without any pose annotations. In extensive zero-shot evaluations, AnySplat matches the quality of pose-aware baselines in both sparse- and dense-view scenarios while surpassing existing pose-free approaches. Moreover, it greatly reduces rendering latency compared to optimization-based neural fields, bringing real-time novel-view synthesis within reach for unconstrained capture settings. Project page: https://city-super.github.io/anysplat/.
Lihan Jiang, Yucheng Mao, Linning Xu, Tao Lu 0005, Kerui Ren, Yichen Jin, Xudong Xu, Mulin Yu, Jiangmiao Pang, Feng Zhao 0004, Dahua Lin, Bo Dai 0002
ACM Trans. Graph.3
2024 Scaffold-GS: Structured 3D Gaussians for View-Adaptive Rendering
abstract
Neural rendering methods have significantly advanced photo-realistic 3D scene rendering in various academic and industrial applications. The recent 3D Gaussian Splatting method has achieved the state-of-the-art rendering quality and speed combining the benefits of both primitive-based representations and volumetric representations. However, it often leads to heavily redundant Gaussians that try to fit every training view, neglecting the underlying scene ge-ometry. Consequently, the resulting model becomes less robust to significant view changes, texture-less area and lighting effects. We introduce Scaffold-GS, which uses an-chor points to distribute local 3D Gaussians, and predicts their attributes on-the-fly based on viewing direction and distance within the view frustum. Anchor growing and pruning strategies are developed based on the importance of neural Gaussians to reliably improve the scene cover-age. We show that our method effectively reduces redun-dant Gaussians while delivering high-quality rendering. We also demonstrates an enhanced capability to accommodate scenes with varying levels-of-detail and view-dependent ob-servations, without sacrificing the rendering speed. Project page: https://city-super.github.iolscaffold-gsl.
Tao Lu 0005, Mulin Yu, Linning Xu, Yuanbo Xiangli, Limin Wang 0002, Dahua Lin, Bo Dai 0002
CVPR3
2024 Director3D: Real-world Camera Trajectory and 3D Scene Generation from Text
abstract
Recent advancements in 3D generation have leveraged synthetic datasets with ground truth 3D assets and predefined camera trajectories. However, the potential of adopting real-world datasets, which can produce significantly more realistic 3D scenes, remains largely unexplored. In this work, we delve into the key challenge of the complex and scene-specific camera trajectories found in real-world captures. We introduce Director3D, a robust open-world text-to-3D generation framework, designed to generate both real-world 3D scenes and adaptive camera trajectories. To achieve this, (1) we first utilize a Trajectory Diffusion Transformer, acting as the \emph{Cinematographer}, to model the distribution of camera trajectories based on textual descriptions. Next, a Gaussian-driven Multi-view Latent Diffusion Model serves as the \emph{Decorator}, modeling the image sequence distribution given the camera trajectories and texts. This model, fine-tuned from a 2D diffusion model, directly generates pixel-aligned 3D Gaussians as an immediate 3D scene representation for consistent denoising. Lastly, the 3D Gaussians are further refined by a novel SDS++ loss as the \emph{Detailer}, which incorporates the prior of the 2D diffusion model. Extensive experiments demonstrate that Director3D outperforms existing methods, offering superior performance in real-world 3D generation.
Zhangyu Lai, Linning Xu, Yansong Qu, Liujuan Cao, Shengchuan Zhang, Bo Dai 0002, Rongrong Ji
NeurIPS3
2024 GSDF: 3DGS Meets SDF for Improved Neural Rendering and Reconstruction
abstract
Representing 3D scenes from multiview images remains a core challenge in computer vision and graphics, requiring both reliable rendering and reconstruction, which often conflicts due to the mismatched prioritization of image quality over precise underlying scene geometry. Although both neural implicit surfaces and explicit Gaussian primitives have advanced with neural rendering techniques, current methods impose strict constraints on density fields or primitive shapes, which enhances the affinity for geometric reconstruction at the sacrifice of rendering quality. To address this dilemma, we introduce GSDF, a dual-branch architecture combining 3D Gaussian Splatting (3DGS) and neural Signed Distance Fields (SDF). Our approach leverages mutual guidance and joint supervision during the training process to mutually enhance reconstruction and rendering. Specifically, our method guides the Gaussian primitives to locate near potential surfaces and accelerates the SDF convergence. This implicit mutual guidance ensures robustness and accuracy in both synthetic and real-world scenarios. Experimental results demonstrate that our method boosts the SDF optimization process to reconstruct more detailed geometry, while reducing floaters and blurry edge artifacts in rendering by aligning Gaussian primitives with the underlying geometry.
Mulin Yu, Tao Lu 0005, Linning Xu, Lihan Jiang, Yuanbo Xiangli, Bo Dai 0002
NeurIPS3
2023 OmniCity: Omnipotent City Understanding with Multi-Level and Multi-View Images
abstract
This paper presents OmniCity, a new dataset for omnipotent city understanding from multi-level and multi-view images. More precisely, OmniCity contains multi-view satellite images as well as street-level panorama and mono-view images, constituting over 100K pixel-wise annotated images that are well-aligned and collected from 25K geo-locations in New York City. To alleviate the substantial pixel-wise annotation efforts, we propose an efficient street-viewimage annotation pipeline that leverages the existing label maps of satellite view and the transformation relations between different views (satellite, panorama, and mono-view). With the new OmniCity dataset, we provide benchmarks for a variety of tasks including building footprint extraction, height estimation, and building plane/instance/fine-grained segmentation. Compared with existing multi-level and multi-view benchmarks, OmniCity contains a larger number of images with richer annotation types and more views, provides more benchmark results of state-of-the-art models, and introduces a new task for fine-grained building instance segmentation on street-level panorama images. Moreover, OmniCity provides new problem settings for existing tasks, such as cross-view image matching, synthesis, segmentation, detection, etc., and facilitates the developing of new methods for large-scale city understanding, reconstruction, and simulation. The OmniCity dataset as well as the benchmarks will be released at https://city-super.github.io/mnicity/.
Yawen Lai, Linning Xu, Yuanbo Xiangli, Conghui He, Gui-Song Xia, Dahua Lin
CVPR3
2023 Grid-guided Neural Radiance Fields for Large Urban Scenes
abstract
Purely MLP-based neural radiance fields (NeRF-based methods) often suffer from underfitting with blurred renderings on large-scale scenes due to limited model capacity. Recent approaches propose to geographically divide the scene and adopt multiple sub-NeRFs to model each region individually, leading to linear scale-up in training costs and the number of sub-NeRFs as the scene expands. An alternative solution is to use a feature grid representation, which is computationally efficient and can naturally scale to a large scene with increased grid resolutions. However, the feature grid tends to be less constrained and often reaches suboptimal solutions, producing noisy artifacts in renderings, especially in regions with complex geometry and texture. In this work, we present a new framework that realizes high-fidelity rendering on large urban scenes while being computationally efficient. We propose to use a compact multi-resolution ground feature plane representation to coarsely capture the scene, and complement it with positional encoding inputs through another NeRF branch for rendering in a joint learning fashion. We show that such an integration can utilize the advantages of two alternative solutions: a light-weighted NeRF is sufficient, under the guidance of the feature grid representation, to render photorealistic novel views with fine details; and the jointly optimized ground feature planes, can meanwhile gain further refinements, forming a more accurate and compact feature space and output much more natural rendering results.
Linning Xu, Yuanbo Xiangli, Sida Peng, Xingang Pan, Nanxuan Zhao, Christian Theobalt, Bo Dai 0002, Dahua Lin
CVPR1
2023 MatrixCity: A Large-scale City Dataset for City-scale Neural Rendering and Beyond
abstract
Neural radiance fields (NeRF) and its subsequent variants have led to remarkable progress in neural rendering. While most of recent neural rendering works focus on objects and small-scale scenes, developing neural rendering methods for city-scale scenes is of great potential in many real-world applications. However, this line of research is impeded by the absence of a comprehensive and high-quality dataset, yet collecting such a dataset over real city-scale scenes is costly, sensitive, and technically infeasible. To this end, we build a large-scale, comprehensive, and high-quality synthetic dataset for city-scale neural rendering researches. Leveraging the Unreal Engine 5 City Sample project, we developed a pipeline to easily collect aerial and street city views, accompanied by ground-truth camera poses and a range of additional data modalities. Flexible controls on environmental factors like light, weather, human and car crowd are also available in our pipeline, supporting the need of various tasks covering city-scale neural rendering and beyond. The resulting pilot dataset, MatrixCity, contains 67k aerial images and 452k street images from two city maps of total size 28km2. On top of MatrixCity, a thorough benchmark is also conducted, which not only reveals unique challenges of the task of city-scale neural rendering, but also highlights potential improvements for future works. The dataset and code will be publicly available at the project page: https://city-super.github.io/matrixcity/.
Yixuan Li 0002, Lihan Jiang, Linning Xu, Yuanbo Xiangli, Zhenzhi Wang 0001, Dahua Lin, Bo Dai 0002
ICCV3
2023 AssetField: Assets Mining and Reconfiguration in Ground Feature Plane Representation
abstract
Both indoor and outdoor environments are inherently structured and repetitive. Traditional modeling pipelines keep an asset library storing unique object templates, which is both versatile and memory efficient in practice. Inspired by this observation, we propose AssetField, a novel neural scene representation that learns a set of object-aware ground feature planes to represent the scene, where an asset library storing template feature patches can be constructed in an unsupervised manner. Unlike existing methods which require object masks to query spatial points for object editing, our ground feature plane representation offers a natural visualization of the scene in the bird-eye view, allowing a variety of operations (e.g. translation, duplication, deformation) on objects to configure a new scene. With the template feature patches, group editing is enabled for scenes with many recurring items to avoid repetitive work on object individuals. We show that AssetField not only achieves competitive performance for novel-view synthesis but also generates realistic renderings for new scene configurations.
Yuanbo Xiangli, Linning Xu, Xingang Pan, Nanxuan Zhao, Bo Dai 0002, Dahua Lin
ICCV2
2023 VR-NeRF: High-Fidelity Virtualized Walkable Spaces
abstract
We present an end-to-end system for the high-fidelity capture, model reconstruction, and real-time rendering of walkable spaces in virtual reality using neural radiance fields. To this end, we designed and built a custom multi-camera rig to densely capture walkable spaces in high fidelity and with multi-view high dynamic range images in unprecedented quality and density. We extend instant neural graphics primitives with a novel perceptual color space for learning accurate HDR appearance, and an efficient mip-mapping mechanism for level-of-detail rendering with anti-aliasing, while carefully optimizing the trade-off between quality and speed. Our multi-GPU renderer enables high-fidelity volume rendering of our neural radiance field model at the full VR resolution of dual 2K × 2K at 36 Hz on our custom demo machine. We demonstrate the quality of our results on our challenging high-fidelity datasets, and compare our method and datasets to existing baselines. We release our dataset on our project website: https://vr-nerf.github.io.
Linning Xu, Vasu Agrawal, William Laney, Tony Garcia, Aayush Bansal, Changil Kim 0001, Samuel Rota Bulò, Lorenzo Porzi, Peter Kontschieder, Aljaz Bozic, Dahua Lin, Michael Zollhöfer, Christian Richardt
SIGGRAPH Asia1
2023 A Coarse-to-Fine Framework for Automatic Video Unscreen
abstract
Video unscreen, a technique to extract foreground from given videos, has been playing an important role in today's video production pipeline. Existing systems developed for this purpose which mainly rely on video segmentation or video matting, either suffer from quality deficiencies or requiring tedious manual annotations. In this work, we aim to develop a fully automatic video unscreen framework that is able to obtain high-quality foreground extraction without the need of human intervention in a controlled environment. Inspired by the alpha composition equation, our frame adopts a coarse-to-fine strategy, where the obtained background estimate given an initial mask prediction in turn helps the refinement of the mask. We conducted experiments on two datasets, 1) the Adobe's Synthetic-Composite dataset, and 2) DramaStudio, our newly collected large-scale green screen video matting dataset, exhibiting the controlled environments. The results show that the proposed framework outperforms existing algorithms and commercial software, both quantitatively and qualitatively. We also demonstrate its utility in person replacement in videos, which can further support a variety of video editing applications.
Anyi Rao, Linning Xu, Zhizhong Li 0002, Qingqiu Huang, Zhanghui Kuang, Wayne Zhang 0001, Dahua Lin
IEEE Trans. Multim.2
2022 BungeeNeRF: Progressive Neural Radiance Field for Extreme Multi-scale Scene Rendering
Yuanbo Xiangli, Linning Xu, Xingang Pan, Nanxuan Zhao, Anyi Rao, Christian Theobalt, Bo Dai 0002, Dahua Lin
ECCV (32)2
2022 Jointly Learning the Attributes and Composition of Shots for Boundary Detection in Videos
abstract
In film making, shot has a profound influence on how the movie content is delivered and how the audiences are echoed, where different emotions and contents can be delivered through well-designed camera movements or shot editing. Therefore, in pursuit of a high-level understanding of long videos, accurate shot detection from untrimmed videos should be considered as the first and the most fundamental step. Existing approaches address this problem based on the visual difference and content transitions between consecutive frames, while ignoring intrinsic shot attributes, viz., camera movements, scales and viewing angles, which essentially reveals how each shot is created. In this work, we propose a new learning framework (SCTSNet) for shot boundary detection by jointly recognizing the attributes and composition of shots in videos. To facilitate the analysis of shots and the evaluation of shot detection models, we collect a large-scale shot boundary dataset MovieShots2, which contains 15K shots from 282 movie clips. It is richly annotated with the temporal boundary between consecutive shots and its shot attributes, including camera movements, scales and viewing angles, which are the three most distinct shot attributes. Our experiments show that the joint learning framework can significantly boost the boundary detection performance, surpassing the previous scores by a large margin. SCTSNet improves shot boundary detection AP from 0.65 to 0.77, pushing the performance to a new level.
Xuekun Jiang, Libiao Jin, Anyi Rao, Linning Xu, Dahua Lin
IEEE Trans. Multim.4
2021 BlockPlanner: City Block Generation with Vectorized Graph Representation
abstract
City modeling is the foundation for computational urban planning, navigation, and entertainment. In this work, we present the first generative model of city blocks named BlockPlanner, and showcase its ability to synthesize valid city blocks with varying land lots configurations. We propose a novel vectorized city block representation utilizing a ring topology and a two-tier graph to capture the global and local structures of a city block. Each land lot is abstracted into a vector representation covering both its 3D geometry and land use semantics. Such vectorized representation enables us to deploy a lightweight network to capture the underlying distribution of land lots configurations in a city block. To enforce intrinsic spatial constraints of a valid city block, a set of effective loss functions are imposed to shape rational results. We contribute a pilot city block dataset to demonstrate the effectiveness and efficiency of our representation and framework over the state-of-the-art. Notably, our BlockPlanner is also able to edit and manipulate city blocks, enabling several useful applications, e.g., topology refinement and footprint generation.
Linning Xu, Yuanbo Xiangli, Anyi Rao, Nanxuan Zhao, Bo Dai 0002, Ziwei Liu 0002, Dahua Lin
ICCV1
2020 A Local-to-Global Approach to Multi-Modal Movie Scene Segmentation
abstract
Scene, as the crucial unit of storytelling in movies, contains complex activities of actors and their interactions in a physical environment. Identifying the composition of scenes serves as a critical step towards semantic understanding of movies. This is very challenging - compared to the videos studied in conventional vision problems, e.g. action recognition, as scenes in movies usually contain much richer temporal structures and more complex semantic information. Towards this goal, we scale up the scene segmentation task by building a large-scale video dataset MovieScenes, which contains 21K annotated scene segments from 150 movies. We further propose a local-to-global scene segmentation framework, which integrates multi-modal information across three levels, i.e. clip, segment, and movie. This framework is able to distill complex semantics from hierarchical temporal structures over a long movie, providing top-down guidance for scene segmentation. Our experiments show that the proposed network is able to segment a movie into scenes with high accuracy, consistently outperforming previous methods. We also found that pretraining on our MovieScenes can bring significant improvements to the existing approaches.
Anyi Rao, Linning Xu, Qingqiu Huang, Bolei Zhou, Dahua Lin
CVPR2
2020 A Unified Framework for Shot Type Classification Based on Subject Centric Lens
Anyi Rao, Linning Xu, Xuekun Jiang, Qingqiu Huang, Bolei Zhou, Dahua Lin
ECCV (11)3
2020 Online Multi-modal Person Search in Videos
Jiangyue Xia, Anyi Rao, Qingqiu Huang, Linning Xu, Jiangtao Wen, Dahua Lin
ECCV (12)4
2020 Learn to Propagate Reliably on Noisy Affinity Graphs
Lei Yang 0045, Qingqiu Huang, Huaiyi Huang, Linning Xu, Dahua Lin
ECCV (15)4