VLDB 2026 Research / reviewers in the wild / expert
Fangcheng Zhong
dblp:253/0188
· DBLP profile ↗
12ranked-venue papers
3as first author
11since 2021 · last 2025
0000-0001-5964-5282ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 8 · 2 first-author · 7 since 2021Artificial intelligence and machine learning · 7 · 1 first-author · 7 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | αSurf: Implicit Surface Reconstruction for Semi-Transparent and Thin Objects with Decoupled Geometry and OpacityabstractImplicit surface representations such as the signed distance function (SDF) have emerged as a promising approach for image-based surface reconstruction. However, existing optimization methods assume opaque surfaces and therefore cannot properly reconstruct translucent surfaces and sub-pixel thin structures, which also exhibit low opacity due to the blending effect. While neural radiance field (NeRF) based methods can model semi-transparency and synthesize novel views with photo-realistic quality, their volumetric representation tightly couples geometry (surface occupancy) and material property (surface opacity), and therefore cannot be easily converted into surfaces without introducing artifacts. We present α Surf, a novel scene representation with decoupled geometry and opacity for the reconstruction of surfaces with translucent or blending effects. Ray-surface intersections on our representation can be found in closed-form via analytical solutions of cubic polynomials, avoiding Monte-Carlo sampling, and are fully differentiable by construction. Our qualitative and quantitative evaluations show that our approach can accurately reconstruct translucent and extremely thin surfaces, achieving better reconstruction quality than state-of-the-art SDF and NeRF methods. Tianhao Wu 0003, Hanxue Liang, Fangcheng Zhong, Gernot Riegler, Shimon Vainer, Jiankang Deng, A. Cengiz Öztireli |
3DV | 3 |
| 2025 | Gaussian Head & Shoulders: High Fidelity Neural Upper Body Avatars with Anchor Gaussian Guided Texture WarpingabstractThe ability to reconstruct realistic and controllable upper body avatars from casual monocular videos is critical for various applications in communication and entertainment. By equipping the most recent 3D Gaussian Splatting representation with head 3D morphable models (3DMM), existing methods manage to create head avatars with high fidelity. However, most existing methods only reconstruct a head without the body, substantially limiting their application scenarios. We found that naively applying Gaussians to model the clothed chest and shoulders tends to result in blurry reconstruction and noisy floaters under novel poses. This is because of the fundamental limitation of Gaussians and point clouds -- each Gaussian or point can only have a single directional radiance without spatial variance, therefore an unnecessarily large number of them is required to represent complicated spatially varying texture, even for simple geometry. In contrast, we propose to model the body part with a neural texture that consists of coarse and pose-dependent fine colors. To properly render the body texture for each view and pose without accurate geometry nor UV mapping, we optimize another sparse set of Gaussians as anchors that constrain the neural warping field that maps image plane coordinates to the texture space. We demonstrate that Gaussian Head & Shoulders can fit the high-frequency details on the clothed upper body with high fidelity and potentially improve the accuracy and fidelity of the head region. We evaluate our method with casual phone-captured and internet videos and show our method archives superior reconstruction quality and robustness in both self and cross reenactment tasks. To fully utilize the efficient rendering speed of Gaussian splatting, we additionally propose an accelerated inference method of our trained model without Multi-Layer Perceptron (MLP) queries and reach a stable rendering speed of around 130 FPS for any subjects. Tianhao Wu 0003, Zhilin Guo 0001, Jingyi Wan, Fangcheng Zhong, A. Cengiz Öztireli |
ICLR | 5 |
| 2025 | LiteReality: Graphics-Ready 3D Scene Reconstruction from RGB-D ScansabstractWe propose LiteReality, a novel pipeline that converts RGB-D scans of indoor environments into compact, realistic, and interactive 3D virtual replicas. LiteReality not only reconstructs scenes that visually resemble reality but also supports key features essential for graphics pipelines—such as object individuality, articulation, high-quality physically based rendering materials. At its core, LiteReality first
performs scene understanding and parses the results into a coherent 3D layout and objects, with the help of a structured scene graph. It then reconstructs the scene by retrieving the most visually similar 3D artist-crafted models from a curated asset database. Later, the Material Painting module enhances the realism of retrieved objects by recovering high-quality, spatially varying materials. Finally,
the reconstructed scene is integrated into a simulation engine with basic physical properties applied to enable interactive behavior. The resulting scenes are compact, editable, and fully compatible with standard graphics pipelines, making them suitable for applications in AR/VR, gaming, robotics, and digital twins. In addition, LiteReality introduces a training-free object retrieval module that achieves state-of-the-art similarity performance, as benchmarked on the Scan2CAD dataset, along with a robust Material Painting module capable of transferring appearances from images of any style to 3D assets—even in the presence of severe misalignment, occlusion, and poor lighting. We demonstrate the effectiveness of LiteReality on both real-life scans and public datasets. Zhening Huang, Xiaoyang Wu 0002, Fangcheng Zhong, Hengshuang Zhao, Matthias Nießner, Joan Lasenby |
NeurIPS | 3 |
| 2025 | ARF-Plus: Controlling Perceptual Factors in Artistic Radiance Fields for 3D Scene StylizationabstractThe radiance fields style transfer is an emerging field that has recently gained popularity as a means of 3D scene stylization, thanks to the outstanding performance of neural radiance fields in 3D reconstruction and view synthesis. We highlight a research gap in radiance fields style transfer, the need for sufficient perceptual controllability, motivated by the existing concept in the 2D image style transfer. In this paper, we present ARF-Plus, a unique 3D neural style transfer framework offering manageable control over perceptual factors, to systematically explore the perceptual controllability in 3D scene stylization. Four distinct types of controls - color preservation control, (style pattern) scale control, spatial (selective stylization area) control, and depth enhancement control - come with our proposed novel loss functions and strategies, seamlessly integrated into this framework. This unlocks a realm of limitless possibilities, allowing customized modifications of stylization effects and flexible merging of the strengths of different styles, ultimately enabling the creation of novel and eye-catching stylistic effects on 3D scenes. Wenzhao Li, Tianhao Wu 0003, Fangcheng Zhong, A. Cengiz Öztireli |
WACV | 3 |
| 2024 | Hypernetworks for Generalizable BRDF Representation
Fazilet Gokbudak, Alejandro Sztrajman, Chenliang Zhou, Fangcheng Zhong, Rafal Mantiuk, A. Cengiz Öztireli |
ECCV (76) | 4 |
| 2024 | FrePolad: Frequency-Rectified Point Latent Diffusion for Point Cloud Generation
Chenliang Zhou, Fangcheng Zhong, Param Hanji, Zhilin Guo 0001, Kyle Fogarty, Alejandro Sztrajman, Hongyun Gao 0001, A. Cengiz Öztireli |
ECCV (67) | 2 |
| 2023 | Neural Fields with Hard Constraints of Arbitrary Differential OrderabstractWhile deep learning techniques have become extremely popular for solving a broad range of optimization problems, methods to enforce hard constraints during optimization, particularly on deep neural networks, remain underdeveloped. Inspired by the rich literature on meshless interpolation and its extension to spectral collocation methods in scientific computing, we develop a series of approaches for enforcing hard constraints on neural fields, which we refer to as Constrained Neural Fields (CNF). The constraints can be specified as a linear operator applied to the neural field and its derivatives. We also design specific model representations and training strategies for problems where standard models may encounter difficulties, such as conditioning of the system, memory consumption, and capacity of the network when being constrained. Our approaches are demonstrated in a wide range of real-world applications. Additionally, we develop a framework that enables highly efficient model and constraint specification, which can be readily applied to any downstream task where hard constraints need to be explicitly satisfied during optimization. Fangcheng Zhong, Kyle Fogarty, Param Hanji, Tianhao Wu 0003, Alejandro Sztrajman, Andrew Spielberg, Andrea Tagliasacchi, Petra Bosilj, A. Cengiz Öztireli |
NeurIPS | 1 |
| 2022 | Kubric: A scalable dataset generatorabstractData is the driving force of machine learning, with the amount and quality of training data often being more important for the performance of a system than architecture and training details. But collecting, processing and annotating real data at scale is difficult, expensive, and frequently raises additional privacy, fairness and legal concerns. Synthetic data is a powerful tool with the potential to address these shortcomings: 1) it is cheap 2) supports rich ground-truth annotations 3) offers full control over data and 4) can circumvent or mitigate problems regarding bias, privacy and licensing. Unfortunately, software tools for effective data generation are less mature than those for architecture design and training, which leads to fragmented generation efforts. To address these problems we introduce Kubric, an open-source Python framework that interfaces with PyBullet and Blender to generate photo-realistic scenes, with rich annotations, and seamlessly scales to large jobs distributed over thousands of machines, and generating TBs of data. We demonstrate the effectiveness of Kubric by presenting a series of 13 different generated datasets for tasks ranging from studying 3D NeRF models to optical flow estimation. We release Kubric, the used assets, all of the generation code, as well as the rendered datasets for reuse and modification. Klaus Greff, Francois Belletti, Lucas Beyer, Carl Doersch, Yilun Du, Daniel Duckworth, David J. Fleet, Dan Gnanapragasam, Florian Golemo, Charles Herrmann, Thomas Kipf, Abhijit Kundu, Dmitry Lagun, Issam H. Laradji, Hsueh-Ti Derek Liu, Henning Meyer, Yishu Miao, Derek Nowrouzezahrai, A. Cengiz Öztireli, Etienne Pot, Noha Radwan, Daniel Rebain, Sara Sabour, Mehdi S. M. Sajjadi, Matan Sela, Vincent Sitzmann, Austin Stone, Deqing Sun, Suhani Vora, Tianhao Wu 0003, Kwang Moo Yi, Fangcheng Zhong, Andrea Tagliasacchi |
CVPR | 33 |
| 2022 | D^2NeRF: Self-Supervised Decoupling of Dynamic and Static Objects from a Monocular VideoabstractGiven a monocular video, segmenting and decoupling dynamic objects while recovering the static environment is a widely studied problem in machine intelligence. Existing solutions usually approach this problem in the image domain, limiting their performance and understanding of the environment. We introduce Decoupled Dynamic Neural Radiance Field (D^2NeRF), a self-supervised approach that takes a monocular video and learns a 3D scene representation which decouples moving objects, including their shadows, from the static background. Our method represents the moving objects and the static background by two separate neural radiance fields with only one allowing for temporal changes. A naive implementation of this approach leads to the dynamic component taking over the static one as the representation of the former is inherently more general and prone to overfitting. To this end, we propose a novel loss to promote correct separation of phenomena. We further propose a shadow field network to detect and decouple dynamically moving shadows. We introduce a new dataset containing various dynamic objects and shadows and demonstrate that our method can achieve better performance than state-of-the-art approaches in decoupling dynamic and static 3D objects, occlusion and shadow removal, and image segmentation for moving objects. Project page: https://d2nerf.github.io/ Tianhao Wu 0003, Fangcheng Zhong, Andrea Tagliasacchi, Forrester Cole, A. Cengiz Öztireli |
NeurIPS | 2 |
| 2022 | Dark stereo: improving depth perception under low luminanceabstractIt is often desirable or unavoidable to display Virtual Reality (VR) or stereoscopic content at low brightness. For example, a dimmer display reduces the flicker artefacts that are introduced by low-persistence VR headsets. It also saves power, prolongs battery life, and reduces the cost of a display or projection system. Additionally, stereo movies are usually displayed at relatively low luminance due to polarization filters or other optical elements necessary to separate two views. However, the binocular depth cues become less reliable at low luminance. In this paper, we propose a model of stereo constancy that predicts the precision of binocular depth cues for a given contrast and luminance. We use the model to design a novel contrast enhancement algorithm that compensates for the deteriorated depth perception to deliver good-quality stereoscopic images even for displays of very low brightness. Krzysztof Wolski, Fangcheng Zhong, Karol Myszkowski, Rafal Mantiuk |
ACM Trans. Graph. | 2 |
| 2021 | Reproducing reality with a high-dynamic-range multi-focal stereo displayabstractWith well-established methods for producing photo-realistic results, the next big challenge of graphics and display technologies is to achieve perceptual realism --- producing imagery indistinguishable from real-world 3D scenes. To deliver all necessary visual cues for perceptual realism, we built a High-Dynamic-Range Multi-Focal Stereo Display that achieves high resolution, accurate color, a wide dynamic range, and most depth cues, including binocular presentation and a range of focal depth. The display and associated imaging system have been designed to capture and reproduce a small near-eye three-dimensional object and to allow for a direct comparison between virtual and real scenes. To assess our reproduction of realism and demonstrate the capability of the display and imaging system, we conducted an experiment in which the participants were asked to discriminate between a virtual object and its physical counterpart. Our results indicate that the participants can only detect the discrepancy with a probability of 0.44. With such a level of perceptual realism, our display apparatus can facilitate a range of visual experiments that require the highest fidelity of reproduction while allowing for the full control of the displayed stimuli. Fangcheng Zhong, Akshay Jindal, Ali Özgür Yöntem, Param Hanji, Simon J. Watt, Rafal Mantiuk |
ACM Trans. Graph. | 1 |
| 2019 | DiCE: dichoptic contrast enhancement for VR and stereo displaysabstractIn stereoscopic displays, such as those used in VR/AR headsets, our eyes are presented with two different views. The disparity between the views is typically used to convey depth cues, but it could be also used to enhance image appearance. We devise a novel technique that takes advantage of binocular fusion to boost perceived local contrast and visual quality of images. Since the technique is based on fixed tone curves, it has negligible computational cost and it is well suited for real-time applications, such as VR rendering. To control the trade-off between contrast gain and binocular rivalry, we conduct a series of experiments to explain the factors that dominate rivalry perception in a dichoptic presentation where two images of different contrasts are displayed. With this new finding, we can effectively enhance contrast and control rivalry in mono- and stereoscopic images, and in VR rendering, as confirmed in validation experiments. Fangcheng Zhong, George Alex Koulieris, George Drettakis, Martin S. Banks, Mathieu Chambe, Frédo Durand, Rafal Mantiuk |
ACM Trans. Graph. | 1 |