Daxuan Ren

dblp:268/6752 · DBLP profile ↗
← Back
10ranked-venue papers
4as first author
9since 2021 · last 2025
0000-0002-8449-3038ORCID · corroborated

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

Artificial intelligence and machine learning · 10 · 4 first-author · 9 since 2021Graphics, computer vision, multimedia, augmented reality and games · 8 · 4 first-author · 7 since 2021
YearPublicationVenuePosition
2025 Learning CAD Modeling Sequences via Projection and Part Awareness
abstract
This paper presents PartCAD, a novel framework for reconstructing CAD modeling sequences directly from point clouds by projection-guided, part-aware geometry reasoning. It consists of (1) an autoregressive approach that decomposes point clouds into part-aware latent representations, serving as interpretable anchors for CAD generation; (2) a projection guidance module that provides explicit cues about underlying design intent via triplane projections; and (3) a non-autoregressive decoder to generate sketch-extrusion parameters in a single forward pass, enabling efficient and structurally coherent CAD instruction synthesis. By bridging geometric signals and semantic understanding, PartCAD tackles the challenge of reconstructing editable CAD models—capturing underlying design processes—from 3D point clouds. Extensive experiments show that PartCAD significantly outperforms existing methods for CAD instruction generation in both accuracy and robustness. The work sheds light on part-driven reconstruction of interpretable CAD models, opening new avenues in reverse engineering and CAD automation.
Yang Liu 0239, Daxuan Ren, Yijie Ding, Jianmin Zheng, Fang Deng
NeurIPS2
2024 Differentiable Convex Polyhedra Optimization from Multi-view Images
Daxuan Ren, Haiyi Mei, Hezi Shi, Jianmin Zheng, Jianfei Cai 0001, Lei Yang 0045
ECCV (9)1
2024 McGrids: Monte Carlo-Driven Adaptive Grids for Iso-Surface Extraction
Daxuan Ren, Hezi Shi, Jianmin Zheng, Jianfei Cai 0001
ECCV (57)1
2024 Playing for 3D Human Recovery
abstract
Image- and video-based 3D human recovery (i.e., pose and shape estimation) have achieved substantial progress. However, due to the prohibitive cost of motion capture, existing datasets are often limited in scale and diversity. In this work, we obtain massive human sequences by playing the video game with automatically annotated 3D ground truths. Specifically, we contribute GTA-Human, a large-scale 3D human dataset generated with the GTA-V game engine, featuring a highly diverse set of subjects, actions, and scenarios. More importantly, we study the use of game-playing data and obtain five major insights. First, game-playing data is surprisingly effective. A simple frame-based baseline trained on GTA-Human outperforms more sophisticated methods by a large margin. For video-based methods, GTA-Human is even on par with the in-domain training set. Second, we discover that synthetic data provides critical complements to the real data that is typically collected indoor. We highlight that our investigation into domain gap provides explanations for our data mixture strategies that are simple yet useful, which offers new insights to the research community. Third, the scale of the dataset matters. The performance boost is closely related to the additional data available. A systematic study on multiple key factors (such as camera angle and body pose) reveals that the model performance is sensitive to data density. Fourth, the effectiveness of GTA-Human is also attributed to the rich collection of strong supervision labels (SMPL parameters), which are otherwise expensive to acquire in real datasets. Fifth, the benefits of synthetic data extend to larger models such as deeper convolutional neural networks (CNNs) and Transformers, for which a significant impact is also observed. We hope our work could pave the way for scaling up 3D human recovery to the real world.
Zhongang Cai, Jiawei Ren 0001, Daxuan Ren, Zhengyu Lin, Haiyu Zhao, Lei Yang 0045, Chen Change Loy, Ziwei Liu 0002
IEEE Trans. Pattern Anal. Mach. Intell.5
2023 DNA-Rendering: A Diverse Neural Actor Repository for High-Fidelity Human-centric Rendering
abstract
Realistic human-centric rendering plays a key role in both computer vision and computer graphics. Rapid progress has been made in the algorithm aspect over the years, yet existing human-centric rendering datasets and benchmarks are rather impoverished in terms of diversity (e.g., outfit's fabric/material, body's interaction with objects, and motion sequences), which are crucial for rendering effect. Researchers are usually constrained to explore and evaluate a small set of rendering problems on current datasets, while real-world applications require methods to be robust across different scenarios. In this work, we present DNA-Rendering, a large-scale, high-fidelity repository of human performance data for neural actor rendering. DNA-Rendering presents several appealing attributes. First, our dataset contains over 1500 human subjects, 5000 motion sequences, and 67.5M frames' data volume. Upon the massive collections, we provide human subjects with grand categories of pose actions, body shapes, clothing, accessories, hairdos, and object intersection, which ranges the geometry and appearance variances from everyday life to professional occasions. Second, we provide rich assets for each subject – 2D/3D human body keypoints, foreground masks, SMPLX models, cloth/accessory materials, multi-view images, and videos. These assets boost the current method's accuracy on downstream rendering tasks. Third, we construct a professional multi-view system to capture data, which contains 60 synchronous cameras with max 4096 × 3000 resolution, 15 fps speed, and stern camera calibration steps, ensuring high-quality resources for task training and evaluation.Along with the dataset, we provide a large-scale and quantitative benchmark in full-scale, with multiple tasks to evaluate the existing progress of novel view synthesis, novel pose animation synthesis, and novel identity rendering methods. In this manuscript, we describe our DNA-Rendering effort as a revealing of new observations, challenges, and future directions to human-centric rendering. The dataset, code, and benchmarks will be publicly available at https://dna-rendering.github.io/.
Ruixiang Chen, Siming Fan, Wanqi Yin, Zhongang Cai, Jingbo Wang 0003, Yang Gao 0042, Zhengming Yu, Zhengyu Lin, Daxuan Ren, Lei Yang 0045, Ziwei Liu 0002, Chen Change Loy, Chen Qian 0006, Wayne Wu, Dahua Lin, Bo Dai 0002, Kwan-Yee Lin
ICCV11
2022 HuMMan: Multi-modal 4D Human Dataset for Versatile Sensing and Modeling
Zhongang Cai, Daxuan Ren, Ailing Zeng, Zhengyu Lin, Tao Yu 0007, Wenjia Wang 0009, Xiangyu Fan 0002, Yang Gao 0042, Yifan Yu 0003, Liang Pan, Fangzhou Hong, Chen Change Loy, Lei Yang 0045, Ziwei Liu 0002
ECCV (7)2
2022 ExtrudeNet: Unsupervised Inverse Sketch-and-Extrude for Shape Parsing
Daxuan Ren, Jianmin Zheng, Jianfei Cai 0001, Junzhe Zhang 0002
ECCV (2)1
2022 Monocular 3D Object Reconstruction with GAN Inversion
Junzhe Zhang 0002, Daxuan Ren, Zhongang Cai, Chai Kiat Yeo, Bo Dai 0002, Chen Change Loy
ECCV (1)2
2021 CSG-Stump: A Learning Friendly CSG-Like Representation for Interpretable Shape Parsing
abstract
Generating an interpretable and compact representation of 3D shapes from point clouds is an important and challenging problem. This paper presents CSG-Stump Net, an unsupervised end-to-end network for learning shapes from point clouds and discovering the underlying constituent modeling primitives and operations as well. At the core is a three-level structure called CSG-Stump, consisting of a complement layer at the bottom, an intersection layer in the middle, and a union layer at the top. CSG-Stump is proven to be equivalent to CSG in terms of representation, therefore inheriting the interpretable, compact and editable nature of CSG while freeing from CSG’s complex tree structures. Particularly, the CSG-Stump has a simple and regular structure, allowing neural networks to give outputs of a constant dimensionality, which makes itself deep-learning friendly. Due to these characteristics of CSG-Stump, CSG-Stump Net achieves superior results compared to previous CSG-based methods and generates much more appealing shapes, as confirmed by extensive experiments.
Daxuan Ren, Jianmin Zheng, Jianfei Cai 0001, Haiyong Jiang, Zhongang Cai, Junzhe Zhang 0002, Liang Pan, Haiyu Zhao, Shuai Yi
ICCV1
2020 MessyTable: Instance Association in Multiple Camera Views
Zhongang Cai, Junzhe Zhang 0002, Daxuan Ren, Cunjun Yu, Haiyu Zhao, Shuai Yi, Chai Kiat Yeo, Chen Change Loy
ECCV (11)3