VLDB 2026 Research / reviewers in the wild / expert
Xuqian Ren
dblp:299/7813
· DBLP profile ↗
7ranked-venue papers
5as first author
7since 2021 · last 2026
0000-0002-3811-0235ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 6 · 5 first-author · 6 since 2021Artificial intelligence and machine learning · 2 · 1 first-author · 2 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | SceneShine: Illumination-aware Human Scene Gaussian Re-Splatting from Mobile Device VideoabstractStandard 3DGS falls short in precise relighting and shadowing needed to realistically integrate humans into novel environments. We bridge this gap with SceneShine, an illumination-aware framework designed for seamless composition through physically-based avatar relighting and shadow casting. Relighting human surfaces in in-the-wild videos is inherently ill-posed, often making the simultaneous disentanglement of scene lighting and BRDF properties difficult. We overcome this ambiguity by utilizing a pseudo-global light map prior to guide BRDF parameter decomposition, significantly reducing relighting artifacts. Additionally, we implement point-based ray tracing to manage human-scene occlusions and dynamically update scene colors for accurate shadow casting. We also introduce a new synthetic dataset for evaluation. Extensive experiments show that our method surpasses existing approaches in reconstruction fidelity and identity preservation while achieving highly convincing illumination-aware integration1. Xuqian Ren, Wenjia Wang 0009, Mai Ngoc Nguyen, Juho Kannala, Esa Rahtu |
WACV | 1 |
| 2026 | HumanRecon: Neural reconstruction of dynamic human using geometric cues and physical priors
Junhui Yin, Wei Yin 0006, Hao Chen 0041, Xuqian Ren, Zhanyu Ma, Jun Guo 0002, Yifan Liu 0001 |
Pattern Recognit. | 4 |
| 2025 | AGS-Mesh: Adaptive Gaussian Splatting and Meshing with Geometric Priors for Indoor Room Reconstruction Using SmartphonesabstractGeometric priors are often used to enhance 3D reconstruction. With many smartphones featuring low-resolution depth sensors and the prevalence of off-the-shelf monocular geometry estimators, incorporating geometric priors as regularization signals has become common in 3D vision tasks. However, the accuracy of depth estimates from mobile devices is typically poor for highly detailed geometry, and monocular estimators often suffer from poor multi-view consistency and precision. In this work, we propose an approach for joint surface depth and normal refinement of Gaussian Splatting methods for accurate 3D reconstruction of indoor scenes. We develop supervision strategies that adaptively filters low-quality depth and normal estimates by comparing the consistency of the priors during optimization. We mitigate regularization in regions where prior estimates have high uncertainty or ambiguities. Our filtering strategy and optimization design demonstrate significant improvements in both mesh estimation and novel-view synthesis for both 3D and 2D Gaussian Splatting-based methods on challenging indoor room datasets. Furthermore, we explore the use of alternative meshing strategies for finer geometry extraction. We develop a scale-aware meshing strategy inspired by TSDF and octree-based isosurface extraction, which recovers finer details from Gaussian models compared to other commonly used open-source meshing tools. Our code is released in https://xuqianren.github.io/ags_mesh_website/. Xuqian Ren, Matias Turkulainen, Jiepeng Wang 0001, Otto Seiskari, Iaroslav Melekhov, Juho Kannala, Esa Rahtu |
3DV | 1 |
| 2025 | DN-Splatter: Depth and Normal Priors for Gaussian Splatting and MeshingabstractHigh-fidelity 3D reconstruction of common indoor scenes is crucial for VR and AR applications. 3D Gaussian splat-ting, a novel differentiable rendering technique, has achieved state-of-the-art novel view synthesis results with high ren-dering speeds and relatively low training times. However, its performance on scenes commonly seen in indoor datasets is poor due to the lack of geometric constraints during op-timization. In this work, we explore the use of readily accessible geometric cues to enhance Gaussian splatting op-timization in challenging, ill-posed, and textureless scenes. We extend 3D Gaussian splatting with depth and normal cues to tackle challenging indoor datasets and showcase techniques for efficient mesh extraction. Specifically, we regularize the optimization procedure with depth information, enforce local smoothness of nearby Gaussians, and use off-the-shelf monocular networks to achieve better align-ment with the true scene geometry. We propose an adaptive depth loss based on the gradient of color images, improving depth estimation and novel view synthesis results over various baselines. Our simple yet effective regularization technique enables direct mesh extraction from the Gaus-sian representation, yielding more physically accurate re-constructions of indoor scenes. Our code will be released in https://github.com/maturk/dn-splatter. Matias Turkulainen, Xuqian Ren, Iaroslav Melekhov, Otto Seiskari, Esa Rahtu, Juho Kannala |
WACV | 2 |
| 2024 | MuSHRoom: Multi-Sensor Hybrid Room Dataset for Joint 3D Reconstruction and Novel View SynthesisabstractMetaverse technologies demand accurate, real-time, and immersive modeling on consumer-grade hardware for both non-human perception (e.g., drone/robot/autonomous car navigation) and immersive technologies like AR/VR, requiring both structural accuracy and photorealism. However, there exists a knowledge gap in how to apply geometric reconstruction and photorealism modeling (novel view synthesis) in a unified framework. To address this gap and promote the development of robust and immersive modeling and rendering with consumer-grade devices, first, we propose a real-world Multi-Sensor Hybrid Room Dataset (MuSHRoom). Our dataset presents exciting challenges and requires state-of-the-art methods to be cost-effective, robust to noisy data and devices, and can jointly learn 3D reconstruction and novel view synthesis instead of treating them as separate tasks, making them ideal for realworld applications. Second, we benchmark several famous pipelines on our dataset for joint 3D mesh reconstruction and novel view synthesis. Finally, in order to further improve the overall performance, we propose a new method that achieves a good trade-off between the two tasks. Our dataset and benchmark show great potential in promoting the improvements for fusing 3D reconstruction and highquality rendering in a robust and computationally efficient end-to-end fashion. The dataset and code are available at the project website: https://xuqianren.github.io/publications/MuSHRoom/. Xuqian Ren, Wenjia Wang 0009, Dingding Cai, Tuuli Tuominen, Juho Kannala, Esa Rahtu |
WACV | 1 |
| 2022 | Semantic-Guided Multi-mask Image Harmonization
Xuqian Ren, Yifan Liu 0001 |
ECCV (37) | 1 |
| 2021 | A Generative Adversarial Framework For Optimizing Image Matting And Harmonization SimultaneouslyabstractImage matting and image harmonization are two important tasks in image composition. Image matting, aiming to achieve foreground boundary details, and image harmonization, aiming to make the background compatible with the foreground, are both promising yet challenging tasks. Previous works consider optimizing these two tasks separately, which may lead to a sub-optimal solution. We propose to optimize matting and harmonization simultaneously to get better performance on both the two tasks and achieve more natural results. We propose a new Generative Adversarial (GAN) framework which optimizing the matting network and the harmonization network based on a self-attention discriminator. The discriminator is required to distinguish the natural images from different types of fake synthesis images. Extensive experiments on our constructed dataset demonstrate the effectiveness of our proposed method. Our dataset and dataset generating pipeline can be found in https://git.io/HaMaGAN. Xuqian Ren, Yifan Liu 0001, Chunlei Song |
ICIP | 1 |