VLDB 2026 Research / reviewers in the wild / expert
Quankai Gao
dblp:287/5063
· DBLP profile ↗
8ranked-venue papers
3as first author
8since 2021 · last 2026
0009-0007-5394-2914ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 7 · 3 first-author · 7 since 2021Graphics, computer vision, multimedia, augmented reality and games · 6 · 3 first-author · 6 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Learning-Based Multi-View Stereo: A Surveyabstract3D reconstruction aims to recover the dense 3D structure of a scene. It plays an essential role in various applications such as Augmented/Virtual Reality (AR/VR), autonomous driving and robotics. Leveraging multiple views of a scene captured from different viewpoints, Multi-View Stereo (MVS) algorithms synthesize a comprehensive 3D representation, enabling precise reconstruction in complex environments. Due to its efficiency and effectiveness, MVS has become a pivotal method for image-based 3D reconstruction. Recently, with the success of deep learning, many learning-based MVS methods have been proposed, achieving impressive performance against traditional methods. We categorize these learning-based methods as: depth map-based, voxel-based, NeRF-based, 3D Gaussian Splatting-based, and large feed-forward methods. Among these, we focus significantly on depth map-based methods, which are the main family of MVS due to their conciseness, flexibility and scalability. In this survey, we provide a comprehensive review of the literature at the time of this writing. We investigate these learning-based methods, summarize their performances on popular benchmarks, and discuss promising future research directions in this area. Fangjinhua Wang, Qingtian Zhu, Di Chang, Quankai Gao, Junlin Han, Tong Zhang 0023, Richard I. Hartley, Marc Pollefeys |
IEEE Trans. Pattern Anal. Mach. Intell. | 4 |
| 2025 | Can3Tok: Canonical 3D Tokenization and Latent Modeling of Scene-Level 3D Gaussiansabstract3D generation has made significant progress, however, it still largely remains at the object-level. Feedforward 3D scene-level generation has been rarely explored due to the lack of models capable of scaling-up latent representation learning on 3D scene-level data. Unlike object-level generative models, which are trained on well-labeled 3D data in a bounded canonical space, scene-level generations with 3D scenes represented by 3D Gaussian Splatting (3DGS) are unbounded and exhibit scale inconsistency across different scenes, making unified latent representation learning for generative purposes extremely challenging. In this paper, we introduce Can3Tok, the first 3D scene-level variational autoencoder (VAE) capable of encoding a large number of Gaussian primitives into a low-dimensional latent embedding, which effectively captures both semantic and spatial information of the inputs. Beyond model design, we propose a general pipeline for 3D scene data processing to address scale inconsistency issue. We validate our method on the recent scene-level 3D dataset DL3DV-10K, where we found that only Can3Tok successfully generalizes to novel 3D scenes, while compared methods fail to converge on even a few hundred scene inputs during training and exhibit zero generalization ability during inference. Finally, we demonstrate image-to-3DGS and text-to-3DGS generation as our applications to demonstrate its ability to facilitate downstream generation tasks. Quankai Gao, Iliyan Georgiev, Tuanfeng Y. Wang, Krishna Kumar Singh, Ulrich Neumann, Jae Shin Yoon |
ICCV | 1 |
| 2024 | InSpaceType: Dataset and Benchmark for Reconsidering Cross-Space Type Performance in Indoor Monocular Depth
Cho-Ying Wu, Quankai Gao, Chin-Cheng Hsu, Te-Lin Wu, Jing-Wen Chen, Ulrich Neumann |
BMVC | 2 |
| 2024 | Stratified Avatar Generation from Sparse ObservationsabstractEstimating 3D full-body avatars from AR/VR devices is essential for creating immersive experiences in AR/VR Applications. This task is challenging due to the limited in-put from Head Mounted Devices, which capture only sparse observations from the head and hands. Predicting the full-body avatars, particularly the lower body, from these sparse observations presents significant difficulties. In this paper, we are inspired by the inherent property of the kinematic tree defined in the Skinned Multi-Person Linear (SMPL) model, where the upper body and lower body share only one common ancestor node, bringing the potential of de-coupled reconstruction. We propose a stratified approach to decouple the conventional full-body avatar reconstruction pipeline into two stages, with the reconstruction of the up-per body first and a subsequent reconstruction of the lower body conditioned on the previous stage. To implement this straightforward idea, we leverage the latent diffusion model as a powerful probabilistic generator, and train it to fol-low the latent distribution of decoupled motions explored by a VQ-VAE encoder-decoder model. Extensive experiments on AMASS mocap dataset demonstrate our state-of-the-art performance in the reconstruction of full-body motions. Quankai Gao, Xianwei Zheng, Nan Xue 0001 |
CVPR | 3 |
| 2024 | MagicPose: Realistic Human Poses and Facial Expressions Retargeting with Identity-aware DiffusionabstractIn this work, we propose MagicPose, a diffusion-based model for 2D human pose and facial expression retargeting. Specifically, given a reference image, we aim to generate a person’s new images by controlling the poses and facial expressions while keeping the identity unchanged. To this end, we propose a two-stage training strategy to disentangle human motions and appearance (e.g., facial expressions, skin tone, and dressing), consisting of (1) the pre-training of an appearance-control block and (2) learning appearance-disentangled pose control. Our novel design enables robust appearance control over generated human images, including body, facial attributes, and even background. By leveraging the prior knowledge of image diffusion models, MagicPose generalizes well to unseen human identities and complex poses without the need for additional fine-tuning. Moreover, the proposed model is easy to use and can be considered as a plug-in module/extension to Stable Diffusion. The project website is here. The code is available here. Di Chang, Yichun Shi, Quankai Gao, Jessica Fu, Guoxian Song, Yizhe Zhu, Mohammad Soleymani 0001 |
ICML | 3 |
| 2023 | Strivec: Sparse Tri-Vector Radiance FieldsabstractWe propose Strivec, a novel neural representation that models a 3D scene as a radiance field with sparsely distributed and compactly factorized local tensor feature grids. Our approach leverages tensor decomposition, following the recent work TensoRF [6], to model the tensor grids. In contrast to TensoRF which uses a global tensor and focuses on their vector-matrix decomposition, we propose to utilize a cloud of local tensors and apply the classic CANDE-COMP/PARAFAC (CP) decomposition [4] to factorize each tensor into triple vectors that express local feature distributions along spatial axes and compactly encode a local neural field. We also apply multi-scale tensor grids to discover the geometry and appearance commonalities and exploit spatial coherence with the tri-vector factorization at multiple local scales. The final radiance field properties are regressed by aggregating neural features from multiple local tensors across all scales. Our tri-vector tensors are sparsely distributed around the actual scene surface, discovered by a fast coarse reconstruction, leveraging the sparsity of a 3D scene. We demonstrate that our model can achieve better rendering quality while using significantly fewer parameters than previous methods, including TensoRF and Instant-NGP [23]. Quankai Gao, Qiangeng Xu, Hao Su 0001, Ulrich Neumann, Zexiang Xu |
ICCV | 1 |
| 2023 | Controllable 3D Generative Adversarial Face Model via Disentangling Shape and Appearanceabstract3D face modeling has been an active area of research in computer vision and computer graphics, fueling applications ranging from facial expression transfer in virtual avatars to synthetic data generation. Existing 3D deep learning generative models (e.g., VAE, GANs) allow generating compact face representations (both shape and texture) that can model non-linearities in the shape and appearance space (e.g., scatter effects, specularities,..). However, they lack the capability to control the generation of subtle expressions. This paper proposes a new 3D face generative model that can decouple identity and expression and provides granular control over expressions. In particular, we propose using a pair of supervised auto-encoder and generative adversarial networks to produce high-quality 3D faces, both in terms of appearance and shape. Experimental results in the generation of 3D faces learned with holistic expression labels, or Action Unit (AU) labels, show how we can decouple identity and expression; gaining fine-control over expressions while preserving identity.1 Fariborz Taherkhani, Aashish Rai, Quankai Gao, Shaunak Srivastava, Xuanbai Chen, Fernando De la Torre, Steven Song, Aayush Prakash, Daeil Kim |
WACV | 3 |
| 2021 | Deep Graph Matching Under Quadratic ConstraintabstractRecently, deep learning based methods have demonstrated promising results on the graph matching problem, by relying on the descriptive capability of deep features extracted on graph nodes. However, one main limitation with existing deep graph matching (DGM) methods lies in their ignorance of explicit constraint of graph structures, which may lead the model to be trapped into local minimum in training. In this paper, we propose to explicitly formulate pairwise graph structures as a quadratic constraint incorporated into the DGM framework. The quadratic constraint minimizes the pairwise structural discrepancy between graphs, which can reduce the ambiguities brought by only using the extracted CNN features. Moreover, we present a differentiable implementation to the quadratic constrained-optimization such that it is compatible with the unconstrained deep learning optimizer. To give more precise and proper supervision, a well-designed false matching loss against class imbalance is proposed, which can better penalize the false negatives and false positives with less overfitting. Exhaustive experiments demonstrate that our method achieves competitive performance on real-world datasets. The code is available at: https://github.com/Zerg-Overmind/QC-DGM. Quankai Gao, Fudong Wang 0001, Nan Xue 0001, Jin-Gang Yu, Gui-Song Xia |
CVPR | 1 |