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Jiongming Qin

dblp:258/5675 · DBLP profile ↗
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6ranked-venue papers
3as first author
6since 2021 · last 2026
0000-0003-4990-3430ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 2 first-author · 5 since 2021Artificial intelligence and machine learning · 2 · 1 first-author · 2 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
3 papers
Rendering · 54% Visual content generation and editing · 46%
Artificial intelligence
2 papers
3D vision · 82% Generative modeling · 10% Image recognition and object detection · 8%

Topics — the 12 heaviest of 12, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
large-scale scene rendering
1.022025
HS-Surf: A Novel High-Frequency Surface Shell Radiance Field to Improve Large-Scale Scene Rendering · ACM Multimedia 2024
JumpingGS: Level-jump 3D Gaussian Representation for Delicate Textures in Aerial Large-scale Scene Rendering · ACM Trans. Graph. 2025
Visual content generation and editing
3d content creation
1.012026
Tempo3D: Efficient Temporal-Aware Fine-Tuning and Multi-View Latent Aggregation for 3D Generation · ACM Trans. Graph. 2026
Visual content generation and editing
3d shape generation
1.012026
Tempo3D: Efficient Temporal-Aware Fine-Tuning and Multi-View Latent Aggregation for 3D Generation · ACM Trans. Graph. 2026
Visual content generation and editing › 3d content editing
text-driven 3d editing
1.012026
Tempo3D: Efficient Temporal-Aware Fine-Tuning and Multi-View Latent Aggregation for 3D Generation · ACM Trans. Graph. 2026
Computer vision › 3D vision › neural rendering
3d gaussian splatting
0.912025
iG-6DoF: Model-free 6DoF Pose Estimation for Unseen Object via Iterative 3D Gaussian Splatting · CVPR 2025
Computer vision › 3D vision
3d reconstruction
0.912025
iG-6DoF: Model-free 6DoF Pose Estimation for Unseen Object via Iterative 3D Gaussian Splatting · CVPR 2025
Computer vision › 3D vision
object pose estimation
0.912025
iG-6DoF: Model-free 6DoF Pose Estimation for Unseen Object via Iterative 3D Gaussian Splatting · CVPR 2025
Rendering › gaussian splatting
3d gaussian splatting
0.912025
JumpingGS: Level-jump 3D Gaussian Representation for Delicate Textures in Aerial Large-scale Scene Rendering · ACM Trans. Graph. 2025
Rendering
neural rendering
0.912025
JumpingGS: Level-jump 3D Gaussian Representation for Delicate Textures in Aerial Large-scale Scene Rendering · ACM Trans. Graph. 2025
Rendering
neural radiance fields
0.812024
HS-Surf: A Novel High-Frequency Surface Shell Radiance Field to Improve Large-Scale Scene Rendering · ACM Multimedia 2024
Machine learning › Generative modeling › diffusion model
latent diffusion model
0.312026
Tempo3D: Efficient Temporal-Aware Fine-Tuning and Multi-View Latent Aggregation for 3D Generation · ACM Trans. Graph. 2026
Computer vision › Image recognition and object detection
object detection
0.312025
iG-6DoF: Model-free 6DoF Pose Estimation for Unseen Object via Iterative 3D Gaussian Splatting · CVPR 2025

Methods — techniques the papers use, named apart from their topics

multimodal large language model · 2.0multi-view latent aggregation · 2.0flow-based models · 2.0LoRA fine-tuning · 2.0rotation-equivariant features · 0.9multi-scale data augmentation · 0.9level-jump splitting · 0.9iterative rendering · 0.9gradient thresholding · 0.9density control · 0.9depth-guided shell construction · 0.8denoising post-processing · 0.8conic frustum sampling · 0.8
YearPublicationVenuePosition
2026 Tempo3D: Efficient Temporal-Aware Fine-Tuning and Multi-View Latent Aggregation for 3D Generation
abstract
Despite recent advancements in native latent diffusion models for single-view 3D generation, they still suffer from inadequate geometric details due to the global entanglement of VecSet-based representations and inaccurate structural topology arising from single-view ambiguity. Existing solutions often rely on model scaling over large-scale datasets to improve fidelity, which is computationally prohibitive and inefficient in capturing fine-grained details. In this work, we propose Tempo3D , a resource-efficient paradigm for high-fidelity VecSet-based 3D generation via efficient temporal-aware fine-tuning and multi-view latent aggregation. Our approach consists of two critical components: (1) To facilitate robust detail learning, we establish the TempoDetail dataset and design the Time-Segmented LoRA (TS-LoRA) module. TS-LoRA exploits the inherent "structure-to-details" temporal transition of flow-based models to decouple feature learning, significantly bolstering the capacity to produce high-frequency details without large-scale retraining. (2) To mitigate geometric inaccuracies stemming from single-view ambiguity, we propose a multi-view latent aggregation strategy incorporating Soft Flow Trajectory Projection (Soft FTP) and Score-based Velocity Field Aggregation (SVFA). By aggregating reference views derived from Multimodal Large Language Models (MLLMs), these components resolve the intrinsic conflicts between velocity vectors caused by cross-view latent discrepancies, thereby preventing geometric collapse and ensuring directional consistency. Moreover, the integration of MLLMs empowers Tempo3D to support precise semantic 3D editing via natural language prompts while maintaining structural integrity. Experiments demonstrate that Tempo3D outperforms state-of-the-art baselines in generation quality, geometric precision, and editability under a highly efficient computational budget.
Huizhi Zhu, Jiongming Qin, Yusen Wang 0002, Chunxia Xiao
ACM Trans. Graph.2
2026 HAFMat: Hybrid priors guided adaptive fusion for single-image human material estimation
Yu Jiang 0007, Jiahao Xia 0001, Jiongming Qin, Jianchi Sun, Chunxia Xiao
Vis. Comput.3
2025 iG-6DoF: Model-free 6DoF Pose Estimation for Unseen Object via Iterative 3D Gaussian Splatting
abstract
Traditional methods in pose estimation often rely on precise 3D models or additional data such as depth and normals, limiting their generalization, especially when objects undergo large translations or rotations. We propose iG6DoF, a novel model-free 6D pose estimation method using iterative 3D Gaussian Splatting to estimate the pose of unseen objects. We first estimates an initial pose by leveraging multi-scale data augmentation and the rotation-equivariant features to create a better pose hypothesis from a set of candidates. Then, we propose an iterative 3DGS approach through iteratively rendering and comparing the rendered image with the input image to further progressively improve pose estimation accuracy. The proposed method consists of an object detector, a multi-scale rotation-equivariant feature based initial pose estimator, and a coarse-to-fine pose refiner. Such combination allows our method to focus on the target object in a complex scene dealing with large movement and weak textures. Our method achieves state-of-the-art results on the LINEMOD, OnePose-LowTexture, GenMOP datasets and our self-captured data, demonstrating its strong generalization to unseen objects and robustness across various scenes.
Tuo Cao, Fei Luo 0004, Jiongming Qin, Yu Jiang 0007, Yusen Wang 0002, Chunxia Xiao
CVPR3
2025 JumpingGS: Level-jump 3D Gaussian Representation for Delicate Textures in Aerial Large-scale Scene Rendering
abstract
Existing 3D Gaussian (3DGS) based methods tend to produce blurriness and artifacts on delicate textures (small objects and high-frequency textures) in aerial large-scale scenes. The reason is that the delicate textures usually occupy a relatively small number of pixels, and the accumulated gradients from loss function are difficult to promote the splitting of 3DGS. To minimize the rendering error, the model will use a small number of large Gaussians to cover these details, resulting in blurriness and artifacts. To solve the above problem, we propose a novel hierarchical Gaussian: JumpingGS. JumpingGS assigns different levels to Gaussians to establish a hierarchical representation. Low-level Gaussians are responsible for the coarse appearance, while high-level Gaussians are responsible for the details. First, we design a splitting strategy that allows low-level Gaussians to skip intermediate levels and directly split the appropriate high-level Gaussians for delicate textures. This level-jump splitting ensures that the weak gradients of delicate textures can always activate a higher level instead of being ignored by the intermediate levels. Second, JumpingGS reduces the gradient and opacity thresholds for density control according to the representation levels, which improves the sensitivity of high-level Gaussians to delicate textures. Third, we design a novel training strategy to detect training views in hard-to-observe regions, and train the model multiple times on these views to alleviate underfitting. Experiments on aerial large-scale scenes demonstrate that JumpingGS outperforms existing 3DGS-based methods, accurately and efficiently recovering delicate textures in large scenes.
Jiongming Qin, Kaixuan Zhou, Yu Jiang 0007, Huizhi Zhu, Fei Luo 0004, Chunxia Xiao
ACM Trans. Graph.1
2024 HS-Surf: A Novel High-Frequency Surface Shell Radiance Field to Improve Large-Scale Scene Rendering
abstract
Previous neural radiance fields often struggle to preserve high-frequency textures in urban and aerial large-scale scenes due to insufficient model capacity on the scene surface. This is attributed to their sampling locations or grid vertices falling in empty areas. Additionally, most models do not consider the drastic changes in distances. To address these issues, we propose a novel high-frequency surface shell radiance field, which uses depth-guided information to create a shell enveloping the scene surface under the current view, and then samples conic frustums on this shell to render high-frequency textures. Specifically, our method comprises three parts. Initially, we propose a strategy to fuse voxel grids and information of distance scales to generate a coarse scene at different distance scales. Subsequently, we construct a shell based on the depth information to carry out compensation to incorporate texture details not captured by voxels. Finally, the smooth and denoise post-processing further improves the rendering quality. Substantial scene experiments and ablation experiments demonstrate that our method achieves the obvious improvement of high-frequency textures at different distance scales and outperforms the state-of-the-art methods.
Jiongming Qin, Fei Luo 0004, Tuo Cao, Wenju Xu, Chunxia Xiao
ACM Multimedia1
2021 Active learning with extreme learning machine for online imbalanced multiclass classification
Jiongming Qin, Qinhong Zou, Yubin Sun, Bin Chen 0023
Knowl. Based Syst.1