Chengzhi Tao

dblp:299/0909 · DBLP profile ↗
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6ranked-venue papers
1as first author
6since 2021 · last 2026
0000-0002-0736-7951ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 6 · 1 first-author · 6 since 2021
YearPublicationVenuePosition
2026 GSReuse: Temporally Adaptive Screen-Space Reuse for Accelerating 3D Gaussian Splatting
abstract
Recent advances in 3D Gaussian Splatting (3DGS) have enabled real-time, high-fidelity novel view synthesis. However, rendering each frame independently in a video sequence leads to redundant computations, especially when adjacent frames share significant visual overlaps. This inefficiency is particularly problematic in VR applications, where high frame rates and stereoscopic rendering amplify the per-frame cost. Existing frame interpolation or reuse strategies typically rely on image-domain information and are thus not directly applicable to 3DGS rendering, which is fundamentally point-based. To address this runtime inefficiency, we propose GSReuse, a lightweight and drop-in accelerator that speeds up 3DGS rendering by reusing computations across consecutive frames. GSReuse operates in screen space and introduces only minimal modifications to existing 3DGS rendering pipelines. It also eliminates the need for retraining scene representations. Given the rendered image, depth map, and camera parameters of the current frame, GSReuse estimates reliable Gaussian splatting motion vectors for all pixels and warps reusable contents to the new view. A tile-based filtering and masking strategy is then applied to determine which regions can be safely reused, allowing the 3DGS renderer to skip redundant rendering operations. We evaluate GSReuse on multiple benchmark datasets, showing that GSReuse significantly improves rendering, while maintaining high visual fidelity. Compared to state-of-the-art video frame reuse/generation methods, GSReuse delivers better image quality with much lower latency, facilitating practical deployment of 3DGS in VR applications.
Chengzhi Tao, Jie Guo 0001, Letian Huang, Junqiu Zhu, Daoheng Wang, Yanwen Guo 0001
IEEE Trans. Vis. Comput. Graph.1
2025 TransparentGS: Fast Inverse Rendering of Transparent Objects with Gaussians
abstract
The emergence of neural and Gaussian-based radiance field methods has led to considerable advancements in novel view synthesis and 3D object reconstruction. Nonetheless, specular reflection and refraction continue to pose significant challenges due to the instability and incorrect overfitting of radiance fields to high-frequency light variations. Currently, even 3D Gaussian Splatting (3D-GS), as a powerful and efficient tool, falls short in recovering transparent objects with nearby contents due to the existence of apparent secondary ray effects. To address this issue, we propose TransparentGS, a fast inverse rendering pipeline for transparent objects based on 3D-GS. The main contributions are three-fold. Firstly, an efficient representation of transparent objects, transparent Gaussian primitives, is designed to enable specular refraction through a deferred refraction strategy. Secondly, we leverage Gaussian light field probes (GaussProbe) to encode both ambient light and nearby contents in a unified framework. Thirdly, a depth-based iterative probes query (IterQuery) algorithm is proposed to reduce the parallax errors in our probe-based framework. Experiments demonstrate the speed and accuracy of our approach in recovering transparent objects from complex environments, as well as several applications in computer graphics and vision.
Letian Huang, Dongwei Ye, Jialin Dan, Chengzhi Tao, Kun Zhou 0001, Bo Ren 0003, Yuanqi Li, Yanwen Guo 0001, Jie Guo 0001
ACM Trans. Graph.4
2023 Ultra-High Resolution SVBRDF Recovery from a Single Image
abstract
Existing convolutional neural networks have achieved great success in recovering Spatially Varying Bidirectional Surface Reflectance Distribution Function (SVBRDF) maps from a single image. However, they mainly focus on handling low-resolution (e.g., 256 × 256) inputs. Ultra-High Resolution (UHR) material maps are notoriously difficult to acquire by existing networks because (1) finite computational resources set bounds for input receptive fields and output resolutions, and (2) convolutional layers operate locally and lack the ability to capture long-range structural dependencies in UHR images. We propose an implicit neural reflectance model and a divide-and-conquer solution to address these two challenges simultaneously. We first crop a UHR image into low-resolution patches, each of which are processed by a local feature extractor to extract important details. To fully exploit long-range spatial dependency and ensure global coherency, we incorporate a global feature extractor and several coordinate-aware feature assembly modules into our pipeline. The global feature extractor contains several lightweight material vision transformers that have a global receptive field at each scale and have the ability to infer long-term relationships in the material. After decoding globally coherent feature maps assembled by coordinate-aware feature assembly modules, the proposed end-to-end method is able to generate UHR SVBRDF maps from a single image with fine spatial details and consistent global structures.
Jie Guo 0001, Shuichang Lai, Qinghao Tu, Chengzhi Tao, Changqing Zou, Yanwen Guo 0001
ACM Trans. Graph.4
2022 Real-time Deep Radiance Reconstruction from Imperfect Caches
abstract
Abstract Real‐time global illumination is a highly desirable yet challenging task in computer graphics. Existing works well solving this problem are mostly based on some kind of precomputed data (caches), while the final results depend significantly on the quality of the caches. In this paper, we propose a learning‐based pipeline that can reproduce a wide range of complex light transport phenomena, including high‐frequency glossy interreflection, at any viewpoint in real time (> 90 frames per‐second), using information from imperfect caches stored at the barycentre of every triangle in a 3D scene. These caches are generated at a precomputation stage by a physically‐based offline renderer at a low sampling rate (e.g., 32 samples per‐pixel) and a low image resolution (e.g., 64×16). At runtime, a deep radiance reconstruction method based on a dedicated neural network is then involved to reconstruct a high‐quality radiance map of full global illumination at any viewpoint from these imperfect caches, without introducing noise and aliasing artifacts. To further improve the reconstruction accuracy, a new feature fusion strategy is designed in the network to better exploit useful contents from cheap G‐buffers generated at runtime. The proposed framework ensures high‐quality rendering of images for moderate‐sized scenes with full global illumination effects, at the cost of reasonable precomputation time. We demonstrate the effectiveness and efficiency of the proposed pipeline by comparing it with alternative strategies, including real‐time path tracing and precomputed radiance transfer.
Tao Huang 0026, Yadong Song, Jie Guo 0001, Chengzhi Tao, Zijing Zong, Xihao Fu, Hongshan Li, Yanwen Guo 0001
Comput. Graph. Forum4
2022 Efficient Light Probes for Real-Time Global Illumination
abstract
Reproducing physically-based global illumination (GI) effects has been a long-standing demand for many real-time graphical applications. In pursuit of this goal, many recent engines resort to some form of light probes baked in a precomputation stage. Unfortunately, the GI effects stemming from the precomputed probes are rather limited due to the constraints in the probe storage, representation or query. In this paper, we propose a new method for probe-based GI rendering which can generate a wide range of GI effects, including glossy reflection with multiple bounces, in complex scenes. The key contributions behind our work include a gradient-based search algorithm and a neural image reconstruction method. The search algorithm is designed to reproject the probes' contents to any query viewpoint, without introducing parallax errors, and converges fast to the optimal solution. The neural image reconstruction method, based on a dedicated neural network and several G-buffers, tries to recover high-quality images from low-quality inputs due to limited resolution or (potential) low sampling rate of the probes. This neural method makes the generation of light probes efficient. Moreover, a temporal reprojection strategy and a temporal loss are employed to improve temporal stability for animation sequences. The whole pipeline runs in realtime (>30 frames per second) even for high-resolution (1920×1080) outputs, thanks to the fast convergence rate of the gradient-based search algorithm and a light-weight design of the neural network. Extensive experiments on multiple complex scenes have been conducted to show the superiority of our method over the state-of-the-arts.
Jie Guo 0001, Zijing Zong, Yadong Song, Xihao Fu, Chengzhi Tao, Yanwen Guo 0001, Lingqi Yan 0001
ACM Trans. Graph.5
2021 Highlight-aware two-stream network for single-image SVBRDF acquisition
abstract
This paper addresses the task of estimating spatially-varying reflectance (i.e., SVBRDF) from a single, casually captured image. Central to our method is a highlight-aware (HA) convolution operation and a two-stream neural network equipped with proper training losses. Our HA convolution, as a novel variant of standard (ST) convolution, directly modulates convolution kernels under the guidance of automatically learned masks representing potentially overexposed highlight regions. It helps to reduce the impact of strong specular highlights on diffuse components and at the same time, hallucinates plausible contents in saturated regions. Considering that variation of saturated pixels also contains important cues for inferring surface bumpiness and specular components, we design a two-stream network to extract features from two different branches stacked by HA convolutions and ST convolutions, respectively. These two groups of features are further fused in an attention-based manner to facilitate feature selection of each SVBRDF map. The whole network is trained end to end with a new perceptual adversarial loss which is particularly useful for enhancing the texture details. Such a design also allows the recovered material maps to be disentangled. We demonstrate through quantitative analysis and qualitative visualization that the proposed method is effective to recover clear SVBRDFs from a single casually captured image, and performs favorably against state-of-the-arts. Since we impose very few constraints on the capture process, even a non-expert user can create high-quality SVBRDFs that cater to many graphical applications.
Jie Guo 0001, Shuichang Lai, Chengzhi Tao, Yuelong Cai, Yanwen Guo 0001, Lingqi Yan 0001
ACM Trans. Graph.3