VLDB 2026 Research / reviewers in the wild / expert
Guoxing Sun 0001
dblp:298/7546-1
· DBLP profile ↗
6ranked-venue papers
3as first author
6since 2021 · last 2026
0009-0005-4840-405XORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 6 · 3 first-author · 6 since 2021Artificial intelligence and machine learning · 4 · 2 first-author · 4 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Hyper Diffusion Avatars: Dynamic Human Avatar Generation Using Network Weight Space DiffusionabstractCreating human avatars is a highly desirable yet challenging task. Recent advancements in radiance field rendering have achieved unprecedented photorealism and realtime performance for personalized dynamic human avatars. However, these approaches are typically limited to personspecific rendering models trained on multi-view video data for a single individual, limiting their ability to generalize across different identities. On the other hand, generative approaches leveraging prior knowledge from pre-trained 2D diffusion models can produce cartoonish, static human avatars, which are animated through simple skeleton-based articulation. Therefore, the avatars generated by these methods suffer from lower rendering quality compared to person-specific rendering methods and fail to capture pose- dependent deformations such as cloth wrinkles. In this paper, we propose a novel approach that unites the strengths of person-specific rendering and diffusion-based generative modeling to enable dynamic human avatar generation with both high photorealism and realistic pose-dependent deformations. Our method follows a two-stage pipeline: first, we optimize a set of person-specific UNets, with each network representing a dynamic human avatar that captures intricate pose-dependent deformations. In the second stage, we train a hyper diffusion model over the optimized network weights. During inference, our method generates network weights for real-time, controllable rendering of dynamic human avatars. Using a large-scale, cross-identity, multi-view video dataset, we demonstrate that our approach outperforms state-of-the-art human avatar generation methods. Dongliang Cao, Guoxing Sun 0001, Marc Habermann, Florian Bernard 0001 |
3DV | 2 |
| 2025 | Real-time Free-view Human Rendering from Sparse-view RGB Videos using Double Unprojected TexturesabstractReal-time free-view human rendering from sparse-view RGB inputs is a challenging task due to the sensor scarcity and the tight time budget. To ensure efficiency, recent methods leverage 2D CNNs operating in texture space to learn rendering primitives. However, they either jointly learn geometry and appearance, or completely ignore sparse image information for geometry estimation, significantly harming visual quality and robustness to unseen body poses. To address these issues, we present Double Unprojected Textures, which at the core disentangles coarse geometric deformation estimation from appearance synthesis, enabling robust and photorealistic 4K rendering in real-time. Specifically, we first introduce a novel image-conditioned template deformation network, which estimates the coarse deformation of the human template from a first unprojected texture. This updated geometry is then used to apply a second and more accurate texture unprojection. The resulting texture map has fewer artifacts and better alignment with input views, which benefits our learning of finer-level geometry and appearance represented by Gaussian splats. We validate the effectiveness and efficiency of the proposed method in quantitative and qualitative experiments, which significantly surpasses other state-of-the-art methods. Guoxing Sun 0001, Rishabh Dabral, Heming Zhu, Pascal Fua, Christian Theobalt, Marc Habermann |
CVPR | 1 |
| 2024 | Holoported Characters: Real-Time Free-Viewpoint Rendering of Humans from Sparse RGB CamerasabstractWe present the first approach to render highly realistic free-viewpoint videos of a human actor in general apparel, from sparse multi-view recording to display, in real-time at an unprecedented 4K resolution. At inference, our method only requires four camera views of the moving actor and the respective 3D skeletal pose. It handles actors in wide clothing, and reproduces even fine-scale dynamic detail, e.g. clothing wrinkles, face expressions, and hand gestures. At training time, our learning-based approach expects dense multi- view video and a rigged static surface scan of the actor. Our method comprises three main stages. Stage 1 is a skeleton-driven neural approach for high-quality capture of the detailed dynamic mesh geometry. Stage 2 is a novel solution to create a view-dependent texture using four test-time camera views as input. Finally, stage 3 comprises a new image-based refinement network rendering the final 4K image given the output from the previous stages. Our approach establishes a new benchmark for real-time rendering resolution and quality using sparse input camera views, unlocking possibilities for immersive telepresence. Code and data is available on our project page. Ashwath Shetty, Marc Habermann, Guoxing Sun 0001, Diogo C. Luvizon, Vladislav Golyanik, Christian Theobalt |
CVPR | 3 |
| 2024 | MetaCap: Meta-learning Priors from Multi-view Imagery for Sparse-View Human Performance Capture and Rendering
Guoxing Sun 0001, Rishabh Dabral, Pascal Fua, Christian Theobalt, Marc Habermann |
ECCV (46) | 1 |
| 2022 | NeuralHOFusion: Neural Volumetric Rendering under Human-object Interactionsabstract4D modeling of human-object interactions is critical for numerous applications. However, efficient volumetric capture and rendering of complex interaction scenarios, especially from sparse inputs, remain challenging. In this paper, we propose NeuralHOFusion, a neural approach for volumetric human-object capture and rendering using sparse consumer RGBD sensors. It marries traditional non-rigid fusion with recent neural implicit modeling and blending advances, where the captured humans and objects are layer-wise disentangled. For geometry modeling, we propose a neural implicit inference scheme with non-rigid key-volume fusion, as well as a template-aid robust object tracking pipeline. Our scheme enables detailed and complete geometry generation under complex interactions and occlusions. Moreover, we introduce a layer-wise human-object texture rendering scheme, which combines volumetric and image-based rendering in both spatial and temporal domains to obtain photo-realistic results. Extensive experiments demonstrate the effectiveness and efficiency of our approach in synthesizing photo-realistic free-view results under complex human-object interactions. Yuheng Jiang, Suyi Jiang, Guoxing Sun 0001, Zhuo Su 0006, Minye Wu, Jingyi Yu 0001, Lan Xu 0003 |
CVPR | 3 |
| 2021 | Neural Free-Viewpoint Performance Rendering under Complex Human-object Interactionsabstract4D reconstruction of human-object interaction is critical for immersive VR/AR experience and human activity understanding. Recent advances still fail to recover fine geometry and texture results from sparse RGB inputs, especially under challenging human-object interactions scenarios. In this paper, we propose a neural human performance capture and rendering system to generate both high-quality geometry and photo-realistic texture of both human and objects under challenging interaction scenarios in arbitrary novel views, from only sparse RGB streams. To deal with complex occlusions raised by human-object interactions, we adopt a layer-wise scene decoupling strategy and perform volumetric reconstruction and neural rendering of the human and object. Specifically, for geometry reconstruction, we propose an interaction-aware human-object capture scheme that jointly considers the human reconstruction and object reconstruction with their correlations. Occlusion-aware human reconstruction and robust human-aware object tracking are proposed for consistent 4D human-object dynamic reconstruction. For neural texture rendering, we propose a layer-wise human-object rendering scheme, which combines direction-aware neural blending weight learning and spatial-temporal texture completion to provide high-resolution and photo-realistic texture results in the occluded scenarios. Extensive experiments demonstrate the effectiveness of our approach to achieve high-quality geometry and texture reconstruction in free viewpoints for challenging human-object interactions. Guoxing Sun 0001, Xin Chen 0040, Yizhang Chen, Anqi Pang, Pei Lin, Yuheng Jiang, Lan Xu 0003, Jingyi Yu 0001, Jingya Wang 0001 |
ACM Multimedia | 1 |