Yichen Sheng

dblp:270/3376 · DBLP profile ↗
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7ranked-venue papers
4as first author
7since 2021 · last 2025
—ORCID · none

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

Artificial intelligence and machine learning · 7 · 4 first-author · 7 since 2021Graphics, computer vision, multimedia, augmented reality and games · 7 · 4 first-author · 7 since 2021
YearPublicationVenuePosition
2025 Floating No More: Object-Ground Reconstruction from a Single Image
abstract
Recent advancements in 3D object reconstruction from single images have primarily focused on improving the accuracy of object shapes. Yet, these techniques often fail to accurately capture the inter-relation between the object, ground, and camera. As a result, the reconstructed objects often appear floating or tilted when placed on flat surfaces. This limitation significantly affects 3D-aware image editing applications, like shadow rendering and object pose manipulation. To address this issue, we introduce ORG (Object Reconstruction with Ground), a novel task aimed at reconstructing 3D object geometry in conjunction with the ground surface. Our method uses two compact pixel-level representations to depict the relationship between camera, object, and ground. Experiments show that the proposed ORG model can effectively reconstruct object-ground geometry on unseen data, significantly enhancing the quality of shadow generation and pose manipulation compared to conventional single-image 3D reconstruction techniques. The project page can be found at this website.
Yunze Man, Yichen Sheng, Liangyan Gui, Yu-Xiong Wang
CVPR2
2025 Generative Photography: Scene-Consistent Camera Control for Realistic Text-to-Image Synthesis
abstract
Image generation today can produce somewhat realistic images from text prompts. However, if one asks the generator to synthesize a specific camera setting such as creating different fields of view using a 24mm lens versus a 70mm lens, the generator will not be able to interpret and generate scene-consistent images. This limitation not only hinders the adoption of generative tools in professional photography but also highlights the broader challenge of aligning data-driven models with real-world physical settings. In this paper, we introduce Generative Photography, a framework that allows controlling camera intrinsic settings during content generation. The core innovation of this work are the concepts of Dimensionality Lifting and Differential Camera Intrinsics Learning, enabling smooth and consistent transitions across different camera settings. Experimental results show that our method produces significantly more scene-consistent photorealistic images than state-of-the-art models such as Stable Diffusion 3 and FLUX. Our code and additional results are available at https://generativephotography.github.io/project.
Yichen Sheng, Prateek Chennuri, Xingguang Zhang, Stanley H. Chan
CVPR3
2024 DL3DV-10K: A Large-Scale Scene Dataset for Deep Learning-based 3D Vision
abstract
We have witnessed significant progress in deep learning-based 3D vision, ranging from neural radiance field (NeRF) based 3D representation learning to applications in novel view synthesis (NVS). However, existing scene-level datasets for deep learning-based 3D vision, limited to ei-ther synthetic environments or a narrow selection of real-world scenes, are quite insufficient. This insufficiency not only hinders a comprehensive benchmark of existing methods but also caps what could be explored in deep learning-based 3D analysis. To address this critical gap, we present DL3DV-10K, a large-scale scene dataset, featuring 51.2 million frames from 10,510 videos captured from 65 types of point- of-interest (POI) locations, covering both bounded and unbounded scenes, with different levels of reflection, transparency, and lighting. We conducted a comprehensive benchmark of recent NVS methods on DL3DV-10K, which revealed valuable insights for future research in NVS. In addition, we have obtained encouraging results in a pilot study to learn generalizable NeRF from DL3DV-10K, which manifests the necessity of a large-scale scene-level dataset to forge a path toward a foundation model for learning 3D representation. Our DL3DV-10K dataset, benchmark results, and models will be publicly accessible.
Lu Ling, Yichen Sheng, Zhi Tu, Wentian Zhao, Cheng Xin, Kun Wan 0001, Lantao Yu, Zixun Yu, Yawen Lu, Xuanmao Li, Xingpeng Sun, Rohan Ashok, Aniruddha Mukherjee, Hao Kang, Xiangrui Kong, Gang Hua 0001, Tianyi Zhang 0001, Bedrich Benes, Aniket Bera
CVPR2
2024 Dr.Bokeh: DiffeRentiable Occlusion-Aware Bokeh Rendering
abstract
Bokeh is widely used in photography to draw attention to the subject while effectively isolating distractions in the background. Computational methods can simulate bokeh effects without relying on a physical camera lens, but the inaccurate lens modeling in existing filtering-based meth-ods leads to artifacts that need post-processing or learning-based methods to fix. We propose Dr.Bokeh, a novel ren-dering method that addresses the issue by directly correcting the defect that violates physics in the current filtering-based bokeh rendering equation. Dr.Bokeh first preprocesses the input RGBD to obtain a layered scene representation. Dr.Bokeh then takes the layered representation and user-defined lens parameters to render photo-realistic lens blur based on the novel occlusion-aware bokeh rendering method. Experiments show that the non-learning based renderer Dr.Bokeh outperforms state-of-the-art bokeh ren-dering algorithms in terms of photo-realism. In addition, extensive quantitative and qualitative evaluations show that the more accurate lens model pushes the limit of depth-from-defocus.
Yichen Sheng, Zixun Yu, Lu Ling, Zhiwen Cao, Xuaner Cecilia Zhang, Xin Lu 0006, Ke Xian, Haiting Lin, Bedrich Benes
CVPR1
2023 PixHt-Lab: Pixel Height Based Light Effect Generation for Image Compositing
abstract
Lighting effects such as shadows or reflections are key in making synthetic images realistic and visually appealing. To generate such effects, traditional computer graphics uses a physically-based renderer along with 3D geometry. To compensate for the lack of geometry in 2D Image compositing, recent deep learning-based approaches introduced a pixel height representation to generate soft shadows and reflections. However, the lack of geometry limits the quality of the generated soft shadows and constrains reflections to pure specular ones. We introduce PixHt-Lab, a system leveraging an explicit mapping from pixel height representation to 3D space. Using this mapping, PixHt- Lab reconstructs both the cutout and background geometry and renders realistic, diverse lighting effects for image compositing. Given a surface with physically-based materials, we can render reflections with varying glossiness. To generate more realistic soft shadows, we further propose using 3D-aware buffer channels to guide a neural renderer. Both quantitative and qualitative evaluations demonstrate that PixHt-Lab significantly improves soft shadow generation. Project: https://shengcn.github.io/PixHtLab/
Yichen Sheng, Jianming Zhang 0001, Julien Philip, Yannick Hold-Geoffroy, Xin Sun 0014, He Zhang 0004, Lu Ling, Bedrich Benes
CVPR1
2022 Controllable Shadow Generation Using Pixel Height Maps
Yichen Sheng, Yifan Liu 0001, Jianming Zhang 0001, Wei Yin 0006, A. Cengiz Öztireli, He Zhang 0004, Zhe Lin 0001, Eli Shechtman, Bedrich Benes
ECCV (23)1
2021 SSN: Soft Shadow Network for Image Compositing
abstract
We introduce an interactive Soft Shadow Network (SSN) to generates controllable soft shadows for image compositing. SSN takes a 2D object mask as input and thus is agnostic to image types such as painting and vector art. An environment light map is used to control the shadow’s characteristics, such as angle and softness. SSN employs an Ambient Occlusion Prediction module to predict an intermediate ambient occlusion map, which can be further refined by the user to provides geometric cues to modulate the shadow generation. To train our model, we design an efficient pipeline to produce diverse soft shadow training data using 3D object models. In addition, we propose an inverse shadow map representation to improve model training. We demonstrate that our model produces realistic soft shadows in real-time. Our user studies show that the generated shadows are often indistinguishable from shadows calculated by a physics-based renderer and users can easily use SSN through an interactive application to generate specific shadow effects in minutes.
Yichen Sheng, Jianming Zhang 0001, Bedrich Benes
CVPR1