Demo Data from VLDB 2026 / reviewers in the wild / expert
Ziyang Dai
dblp:265/9573
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2026
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 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
1 paper |
Rendering · 67% Image and video coding · 33% |
Topics — the 2 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering › gaussian splatting
3d gaussian splatting |
1.0 | 1 | 2026 | Plug-and-Play Optimization for 3D Gaussian Splatting Compression: Distribution Regularization, Probabilistic Pruning and Detail Compensation · AAAI 2026 |
Image and video coding
entropy coding |
1.0 | 1 | 2026 | Plug-and-Play Optimization for 3D Gaussian Splatting Compression: Distribution Regularization, Probabilistic Pruning and Detail Compensation · AAAI 2026 |
Methods — techniques the papers use, named apart from their topics
residual learning · 1.0probabilistic pruning · 1.0KL divergence · 1.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Plug-and-Play Optimization for 3D Gaussian Splatting Compression: Distribution Regularization, Probabilistic Pruning and Detail CompensationabstractRecent advancements in 3D Gaussian Splatting (3DGS) have demonstrated remarkable rendering quality, However, their substantial computational demands hinder practical deployment on resource-constrained devices. We propose a novel plug-and-play structured compression framework that significantly reduces computational overhead while maintaining rendering fidelity. We first discover that the statistical distribution of anchor vectors is decoupled from rendering quality. Based on this finding, we propose a distribution regularization method that enforces alignment to standard Gaussian distribution through KL divergence while optimizing Gaussian radius, significantly improving entropy coding efficiency. Second, we innovatively introduce an opacity-based probabilistic pruning mechanism that transforms pruning into an opacity optimization problem, achieving intelligent scene sparsification while allowing flexible adjustment according to hardware resources. Finally, we design a lightweight high-frequency compensation network that regards the high-frequency loss caused by over-compression as a residual and effectively recovers the high-frequency details lost during the compression process through residual learning. All modules are plug-and-play and can be seamlessly integrated into mainstream structured 3DGS frameworks. Extensive experiments on Synthetic-NeRF, Tanks&Temples, Mip-NeRF360 and DeepBlending datasets demonstrate that our method significantly reduces size by over 80x compared to vanilla 3DGS while simultaneously improving fidelity. Furthermore, it achieves a better size reduction and a 20% improvement in entropy encoding efficiency when compared to HAC, while meeting the requirements for real-time rendering. Tian Bai 0005, Zheng Qiu, Ziyang Dai |
AAAI | 4 |