Xiaoyang Lyu

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17ranked-venue papers
4as first author
17since 2021 · last 2025
—ORCID · conflict

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

Artificial intelligence and machine learning · 16 · 3 first-author · 16 since 2021Graphics, computer vision, multimedia, augmented reality and games · 13 · 4 first-author · 13 since 2021Systems, architecture and hardware · 1 · 1 since 2021
YearPublicationVenuePosition
2025 Deformable Radial Kernel Splatting
abstract
Recently, Gaussian splatting has emerged as a robust technique for representing 3D scenes, enabling real-time rasterization and high-fidelity rendering. However, Gaussians’ inherent radial symmetry and smoothness constraints limit their ability to represent complex shapes, often requiring thousands of primitives to approximate detailed geometry. We introduce Deformable Radial Kernel (DRK), which extends Gaussian splatting into a more general and flexible framework. Through learnable radial bases with adjustable angles and scales, DRK efficiently models diverse shape primitives while enabling precise control over edge sharpness and boundary curvature. iven DRK’s planar nature, we further develop accurate ray-primitive intersection computation for depth sorting and introduce efficient kernel culling strategies for improved rasterization efficiency. Extensive experiments demonstrate that DRK outperforms existing methods in both representation efficiency and rendering quality, achieving state-of-the-art performance while dramatically reducing primitive count.
Ming-Xian Lin, Yang-Tian Sun, Xiaoyang Lyu, Yan-Pei Cao 0001
CVPR5
2025 How Far are AI-Generated Videos from Simulating the 3D Visual World: A Learned 3D Evaluation Approach
Chirui Chang, Jiahui Liu 0012, Zhengzhe Liu, Xiaoyang Lyu, Xin Tao 0001, Pengfei Wan 0001, Di Zhang 0026, Xiaojuan Qi 0001
ICCV4
2025 DiST-4D: Disentangled Spatiotemporal Diffusion with Metric Depth for 4D Driving Scene Generation
abstract
Current generative models struggle to synthesize dynamic 4D driving scenes that simultaneously support temporal extrapolation and spatial novel view synthesis (NVS) without per-scene optimization. A key challenge lies in finding an efficient and generalizable geometric representation that seamlessly connects temporal and spatial synthesis. To address this, we propose DiST-4D, the first disentangled spatiotemporal diffusion framework for 4D driving scene generation, which leverages metric depth as the core geometric representation. DiST-4D decomposes the problem into two diffusion processes: DiST-T, which predicts future metric depth and multi-view RGB sequences directly from past observations, and DiST-S, which enables spatial NVS by training only on existing viewpoints while enforcing cycle consistency. This cycle consistency mechanism introduces a forward-backward rendering constraint, reducing the generalization gap between observed and unseen viewpoints. Metric depth is essential for both accurate reliable forecasting and accurate spatial NVS, as it provides a view-consistent geometric representation that generalizes well to unseen perspectives. Experiments demonstrate that DiST-4D achieves state-of-the-art performance in both temporal prediction and NVS tasks, while also delivering competitive performance in planning-related evaluations.
Jiazhe Guo, Yikang Ding, Xiwu Chen, Bohan Li 0015, Yingshuang Zou, Xiaoyang Lyu, Feiyang Tan, Xiaojuan Qi 0001, Hao Zhao 0002
ICCV7
2025 EAG3R: Event-Augmented 3D Geometry Estimation for Dynamic and Extreme-Lighting Scenes
abstract
Robust 3D geometry estimation from videos is critical for applications such as autonomous navigation, SLAM, and 3D scene reconstruction. Recent methods like DUSt3R demonstrate that regressing dense pointmaps from image pairs enables accurate and efficient pose-free reconstruction. However, existing RGB-only approaches struggle under real-world conditions involving dynamic objects and extreme illumination, due to the inherent limitations of conventional cameras. In this paper, we propose \textbf{EAG3R}, a novel geometry estimation framework that augments pointmap-based reconstruction with asynchronous event streams. Built upon the MonST3R backbone, EAG3R introduces two key innovations: (1) a retinex-inspired image enhancement module and a lightweight event adapter with SNR-aware fusion mechanism that adaptively combines RGB and event features based on local reliability; and (2) a novel event-based photometric consistency loss that reinforces spatiotemporal coherence during global optimization. Our method enables robust geometry estimation in challenging dynamic low-light scenes without requiring retraining on night-time data. Extensive experiments demonstrate that EAG3R significantly outperforms state-of-the-art RGB-only baselines across monocular depth estimation, camera pose tracking, and dynamic reconstruction tasks.
Xiaoshan Wu, Xiaoyang Lyu, Bo Wang 0153, Baoheng Zhang, Xiaojuan Qi 0001
NeurIPS3
2024 SC-GS: Sparse-Controlled Gaussian Splatting for Editable Dynamic Scenes
abstract
Novel view synthesis for dynamic scenes is still a challenging problem in computer vision and graphics. Recently, Gaussian splatting has emerged as a robust technique to represent static scenes and enable high-quality and real-time novel view synthesis. Building upon this technique, we propose a new representation that explicitly decomposes the motion and appearance of dynamic scenes into sparse control points and dense Gaussians, respectively. Our key idea is to use sparse control points, significantly fewer in number than the Gaussians, to learn compact 6 DoF transformation bases, which can be locally interpolated through learned interpolation weights to yield the motion field of 3D Gaussians. We employ a deformation MLP to predict time-varying 6 DoF transformations for each control point, which reduces learning complexities, enhances learning abilities, and facilitates obtaining temporal and spatial coherent motion patterns. Then, we jointly learn the 3D Gaussians, the canonical space locations of control points, and the deformation MLP to reconstruct the appearance, geometry, and dynamics of 3D scenes. During learning, the location and number of control points are adaptively adjusted to accommodate varying motion complexities in different regions, and an ARAP loss following the principle of as rigid as possible is developed to enforce spatial continuity and local rigidity of learned motions. Finally, thanks to the explicit sparse motion representation and its decomposition from appearance, our method can enable user-controlled motion editing while retaining high-fidelity appearances. Extensive experiments demonstrate that our approach outperforms existing approaches on novel view synthesis with a high rendering speed and enables novel appearance-preserved motion editing applications.
Yihua Huang 0002, Yang-Tian Sun, Ziyi Yang 0008, Xiaoyang Lyu, Yan-Pei Cao 0001, Xiaojuan Qi 0001
CVPR4
2024 EscherNet: A Generative Model for Scalable View Synthesis
abstract
We introduce EscherNet, a multi-view conditioned diffusion model for view synthesis. EscherNet learns implicit and generative 3D representations coupled with a specialised camera positional encoding, allowing precise and continuous relative control of the camera transformation between an arbitrary number of reference and target views. EscherNet offers exceptional generality, flexibility, and scalability in view synthesis ─it can generate more than 100 consistent target views simultaneously on a single consumer-grade GPU, despite being trained with a fixed number of 3 reference views to 3 target views. As a result, EscherNet not only addresses zero-shot novel view synthesis, but also naturally unifies single- and multi-image 3D reconstruction, combining these diverse tasks into a single, cohesive framework. Our extensive experiments demonstrate that EscherNet achieves state-of-the-art performance in multiple benchmarks, even when compared to methods specifically tailored for each individual problem. This remarkable versatility opens up new directions for designing scalable neural architectures for 3D vision. Project page: https://kxhit.github.io/EscherNet.
Xin Kong, Shikun Liu, Xiaoyang Lyu, Marwan Taher, Xiaojuan Qi 0001, Andrew J. Davison
CVPR3
2024 Total-Decom: Decomposed 3D Scene Reconstruction with Minimal Interaction
abstract
Scene reconstruction from multi-view images is a fun- damental problem in computer vision and graphics. Re- cent neural implicit surface reconstruction methods have achieved high-quality results; however, editing and ma- nipulating the 3D geometry of reconstructed scenes re- mains challenging due to the absence of naturally decom- posed object entities and complex object/background com- positions. In this paper, we present Total-Decom, a novel method for decomposed 3D reconstruction with minimal human interaction. Our approach seamlessly integrates the Segment Anything Model (SAM) with hybrid implicit- explicit neural surface representations and a mesh-based region-growing technique for accurate 3D object decom- position. Total-Decom requires minimal human annotations while providing users with real-time control over the granularity and quality of decomposition. We extensively evaluate our method on benchmark datasets and demon- strate its potential for downstream applications, such as animation and scene editing. The code is available at https://github.com/CVMI-Lab/Total-Decom.git.
Xiaoyang Lyu, Chirui Chang, Peng Dai 0003, Yang-Tian Sun, Xiaojuan Qi 0001
CVPR1
2024 Splatter a Video: Video Gaussian Representation for Versatile Processing
abstract
Video representation is a long-standing problem that is crucial for various downstream tasks, such as tracking, depth prediction, segmentation, view synthesis, and editing. However, current methods either struggle to model complex motions due to the absence of 3D structure or rely on implicit 3D representations that are ill-suited for manipulation tasks. To address these challenges, we introduce a novel explicit 3D representation—video Gaussian representation—that embeds a video into 3D Gaussians. Our proposed representation models video appearance in a 3D canonical space using explicit Gaussians as proxies and associates each Gaussian with 3D motions for video motion. This approach offers a more intrinsic and explicit representation than layered atlas or volumetric pixel matrices. To obtain such a representation, we distill 2D priors, such as optical flow and depth, from foundation models to regularize learning in this ill-posed setting. Extensive applications demonstrate the versatility of our new video representation. It has been proven effective in numerous video processing tasks, including tracking, consistent video depth and feature refinement, motion and appearance editing, and stereoscopic video generation.
Yang-Tian Sun, Yihua Huang 0002, Xiaoyang Lyu, Yan-Pei Cao 0001, Xiaojuan Qi 0001
NeurIPS4
2024 Spec-Gaussian: Anisotropic View-Dependent Appearance for 3D Gaussian Splatting
abstract
The recent advancements in 3D Gaussian splatting (3D-GS) have not only facilitated real-time rendering through modern GPU rasterization pipelines but have also attained state-of-the-art rendering quality. Nevertheless, despite its exceptional rendering quality and performance on standard datasets, 3D-GS frequently encounters difficulties in accurately modeling specular and anisotropic components. This issue stems from the limited ability of spherical harmonics (SH) to represent high-frequency information. To overcome this challenge, we introduce Spec-Gaussian, an approach that utilizes an anisotropic spherical Gaussian (ASG) appearance field instead of SH for modeling the view-dependent appearance of each 3D Gaussian. Additionally, we have developed a coarse-to-fine training strategy to improve learning efficiency and eliminate floaters caused by overfitting in real-world scenes. Our experimental results demonstrate that our method surpasses existing approaches in terms of rendering quality. Thanks to ASG, we have significantly improved the ability of 3D-GS to model scenes with specular and anisotropic components without increasing the number of 3D Gaussians. This improvement extends the applicability of 3D GS to handle intricate scenarios with specular and anisotropic surfaces.
Ziyi Yang 0008, Yang-Tian Sun, Yihua Huang 0002, Xiaoyang Lyu, Shaohui Jiao, Xiaojuan Qi 0001, Xiaogang Jin 0001
NeurIPS5
2024 3DGSR: Implicit Surface Reconstruction with 3D Gaussian Splatting
abstract
In this paper, we present an implicit surface reconstruction method with 3D Gaussian Splatting (3DGS), namely 3DGSR, that allows for accurate 3D reconstruction with intricate details while inheriting the high efficiency and rendering quality of 3DGS. The key insight is to incorporate an implicit signed distance field (SDF) within 3D Gaussians for surface modeling, and to enable the alignment and joint optimization of both SDF and 3D Gaussians. To achieve this, we design coupling strategies that align and associate the SDF with 3D Gaussians, allowing for unified optimization and enforcing surface constraints on the 3D Gaussians. With alignment, optimizing the 3D Gaussians provides supervisory signals for SDF learning, enabling the reconstruction of intricate details. However, this only offers sparse supervisory signals to the SDF at locations occupied by Gaussians, which is insufficient for learning a continuous SDF. Then, to address this limitation, we incorporate volumetric rendering and align the rendered geometric attributes (depth, normal) with that derived from 3DGS. In sum, these two designs allow SDF and 3DGS to be aligned, jointly optimized, and mutually boosted. Our extensive experimental results demonstrate that our 3DGSR enables high-quality 3D surface reconstruction while preserving the efficiency and rendering quality of 3DGS. Besides, our method competes favorably with leading surface reconstruction techniques while offering a more efficient learning process and much better rendering qualities.
Xiaoyang Lyu, Yang-Tian Sun, Yihua Huang 0002, Xiuzhe Wu, Ziyi Yang 0008, Jiangmiao Pang, Xiaojuan Qi 0001
ACM Trans. Graph.1
2023 Hybrid Neural Rendering for Large-Scale Scenes with Motion Blur
abstract
Rendering novel view images is highly desirable for many applications. Despite recent progress, it remains challenging to render high-fidelity and view-consistent novel views of large-scale scenes from in-the-wild images with inevitable artifacts (e.g., motion blur). To this end, we develop a hybrid neural rendering model that makes image-based representation and neural 3D representation join forces to render high-quality, view-consistent images. Besides, images captured in the wild inevitably contain artifacts, such as motion blur, which deteriorates the quality of rendered images. Accordingly, we propose strategies to simulate blur effects on the rendered images to mitigate the negative influence of blurriness images and reduce their importance during training based on precomputed quality-aware weights. Extensive experiments on real and synthetic data demonstrate our model surpasses state-of-the-art point-based methods for novel view synthesis. The code is available at https://daipengwa.github.io/Hybrid-Rendering-ProjectPage/.
Peng Dai 0003, Yinda Zhang 0001, Xin Yu 0004, Xiaoyang Lyu, Xiaojuan Qi 0001
CVPR4
2023 RICO: Regularizing the Unobservable for Indoor Compositional Reconstruction
abstract
Recently, neural implicit surfaces have become popular for multi-view reconstruction. To facilitate practical applications like scene editing and manipulation, some works extend the framework with semantic masks input for the object-compositional reconstruction rather than the holistic perspective. Though achieving plausible disentanglement, the performance drops significantly when processing the indoor scenes where objects are usually partially observed. We propose RICO to address this by regularizing the unobservable regions for indoor compositional reconstruction. Our key idea is to first regularize the smoothness of the occluded background, which then in turn guides the foreground object reconstruction in unobservable regions based on the object-background relationship. Particularly, we regularize the geometry smoothness of occluded background patches. With the improved background surface, the signed distance function and the reversedly rendered depth of objects can be optimized to bound them within the background range. Extensive experiments show our method outperforms other methods on synthetic and real-world indoor scenes and prove the effectiveness of proposed regularizations. The code is available at https://github.com/kyleleey/RICO
Zizhang Li, Xiaoyang Lyu, Yuanyuan Ding, Mengmeng Wang 0005, Yiyi Liao, Yong Liu 0007
ICCV2
2023 Learning A Room with the Occ-SDF Hybrid: Signed Distance Function Mingled with Occupancy Aids Scene Representation
abstract
Implicit neural rendering, using signed distance function (SDF) representation with geometric priors like depth or surface normal, has made impressive strides in the surface reconstruction of large-scale scenes. However, applying this method to reconstruct a room-level scene from images may miss structures in low-intensity areas and/or small, thin objects. We have conducted experiments on three datasets to identify limitations of the original color rendering loss and priors-embedded SDF scene representation.Our findings show that the color rendering loss creates an optimization bias against low-intensity areas, resulting in gradient vanishing and leaving these areas unoptimized. To address this issue, we propose a feature-based color rendering loss that utilizes non-zero feature values to bring back optimization signals. Additionally, the SDF representation can be influenced by objects along a ray path, disrupting the monotonic change of SDF values when a single object is present. Accordingly, we explore using the occupancy representation, which encodes each point separately and is unaffected by objects along a querying ray. Our experimental results demonstrate that the joint forces of the feature-based rendering loss and Occ-SDF hybrid representation scheme can provide high-quality reconstruction results, especially in challenging room-level scenarios. The code is available at https://github.com/shawLyu/Occ-SDF-Hybrid
Xiaoyang Lyu, Peng Dai 0003, Zizhang Li, Dongyu Yan, Yifan Peng 0001, Xiaojuan Qi 0001
ICCV1
2023 Speech2Lip: High-fidelity Speech to Lip Generation by Learning from a Short Video
abstract
Synthesizing realistic videos according to a given speech is still an open challenge. Previous works have been plagued by issues such as inaccurate lip shape generation and poor image quality. The key reason is that only motions and appearances on limited facial areas (e.g., lip area) are mainly driven by the input speech. Therefore, directly learning a mapping function from speech to the entire head image is prone to ambiguity, particularly when using a short video for training. We thus propose a decomposition-synthesis-composition framework named Speech to Lip (Speech2Lip) that disentangles speech-sensitive and speech-insensitive motion/appearance to facilitate effective learning from limited training data, resulting in the generation of natural-looking videos. First, given a fixed head pose (i.e., canonical space), we present a speech-driven implicit model for lip image generation which concentrates on learning speech-sensitive motion and appearance. Next, to model the major speech-insensitive motion (i.e., head movement), we introduce a geometry-aware mutual explicit mapping (GAMEM) module that establishes geometric mappings between different head poses. This allows us to paste generated lip images at the canonical space onto head images with arbitrary poses and synthesize talking videos with natural head movements. In addition, a Blend-Net and a contrastive sync loss are introduced to enhance the overall synthesis performance. Quantitative and qualitative results on three benchmarks demonstrate that our model can be trained by a video of just a few minutes in length and achieve state-of-the-art performance in both visual quality and speechvisual synchronization. Code: https://github.com/CVMILab/Speech2Lip.
Xiuzhe Wu, Yang Wu 0001, Xiaoyang Lyu, Yan-Pei Cao 0001, Ying Shan, Wenming Yang, Zhongqian Sun, Xiaojuan Qi 0001
ICCV4
2023 Efficient Implicit Neural Reconstruction Using LiDAR
abstract
Modeling scene geometry using implicit neural representation has revealed its advantages in accuracy, flexibility, and low memory usage. Previous approaches have demonstrated impressive results using color or depth images but still have difficulty handling poor light conditions and large-scale scenes. Methods taking global point cloud as input require accurate registration and ground truth coordinate labels, which limits their application scenarios. In this paper, we propose a new method that uses sparse LiDAR point clouds and rough odometry to reconstruct fine-grained implicit occupancy field efficiently within a few minutes. We introduce a new loss function that supervises directly in 3D space without 2D rendering, avoiding information loss. We also manage to refine poses of input frames in an end-to-end manner, creating consistent geometry without global point cloud registration. As far as we know, our method is the first to reconstruct implicit scene representation from LiDAR-only input. Experiments on synthetic and real-world datasets, including indoor and outdoor scenes, prove that our method is effective, efficient, and accurate, obtaining comparable results with existing methods using dense input.
Dongyu Yan, Xiaoyang Lyu, Jieqi Shi
ICRA2
2021 FCFR-Net: Feature Fusion based Coarse-to-Fine Residual Learning for Depth Completion
abstract
Depth completion aims to recover a dense depth map from a sparse depth map with the corresponding color image as input. Recent approaches mainly formulate the depth completion as a one-stage end-to-end learning task, which outputs dense depth maps directly. However, the feature extraction and supervision in one-stage frameworks are insufficient, limiting the performance of these approaches. To address this problem, we propose a novel end-to-end residual learning framework, which formulates the depth completion as a two-stage learning task, i.e., a sparse-to-coarse stage and a coarse-to-fine stage. First, a coarse dense depth map is obtained by a simple CNN framework. Then, a refined depth map is further obtained using a residual learning strategy in the coarse-to-fine stage with coarse depth map and color image as input. Specially, in the coarse-to-fine stage, a channel shuffle extraction operation is utilized to extract more representative features from color image and coarse depth map, and an energy based fusion operation is exploited to effectively fuse these features obtained by channel shuffle operation, thus leading to more accurate and refined depth maps. We achieve SoTA performance in RMSE on KITTI benchmark. Extensive experiments on other datasets future demonstrate the superiority of our approach over current state-of-the-art depth completion approaches.
Lina Liu 0010, Xibin Song, Xiaoyang Lyu, Junwei Diao, Mengmeng Wang 0005, Yong Liu 0007, Liangjun Zhang
AAAI3
2021 HR-Depth: High Resolution Self-Supervised Monocular Depth Estimation
abstract
Self-supervised learning shows great potential in monocular depth estimation, using image sequences as the only source of supervision. Although people try to use the high-resolution image for depth estimation, the accuracy of prediction has not been significantly improved. In this work, we find the core reason comes from the inaccurate depth estimation in large gradient regions, making the bilinear interpolation error gradually disappear as the resolution increases. To obtain more accurate depth estimation in large gradient regions, it is necessary to obtain high-resolution features with spatial and semantic information. Therefore, we present an improved DepthNet, HR-Depth, with two effective strategies: (1) re-design the skip-connection in DepthNet to get better high-resolution features and (2) propose feature fusion Squeeze-and-Excitation(fSE) module to fuse feature more efficiently. Using Resnet-18 as the encoder, HR-Depth surpasses all previous state-of-the-art(SoTA) methods with the least parameters at both high and low resolution. Moreover, previous SoTA methods are based on fairly complex and deep networks with a mass of parameters which limits their real applications. Thus we also construct a lightweight network which uses MobileNetV3 as encoder. Experiments show that the lightweight network can perform on par with many large models like Monodepth2 at high-resolution with only20%parameters. All codes and models will be available at https://github.com/shawLyu/HR-Depth.
Xiaoyang Lyu, Liang Liu 0007, Mengmeng Wang 0005, Xin Kong, Lina Liu 0010, Yong Liu 0007, Xinxin Chen, Yi Yuan 0002
AAAI1