VLDB 2026 Research / reviewers in the wild / expert
Qiuhong Shen
dblp:309/5978
· DBLP profile ↗
10ranked-venue papers
4as first author
10since 2021 · last 2025
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 10 · 4 first-author · 10 since 2021Graphics, computer vision, multimedia, augmented reality and games · 5 · 3 first-author · 5 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | GFlow: Recovering 4D World from Monocular VideoabstractRecovering 4D world from monocular video is a crucial yet challenging task. Conventional methods usually rely on the assumptions of multi-view videos, known camera parameters, or static scenes. In this paper, we relax all these constraints and tackle a highly ambitious but practical task: With only one monocular video without camera parameters, we aim to recover the dynamic 3D world alongside the camera poses. To solve this, we introduce GFlow, a new framework that utilizes only 2D priors (depth and optical flow) to lift a video to a 4D scene, as a flow of 3D Gaussians through space and time. GFlow starts by segmenting the video into still and moving parts, then alternates between optimizing camera poses and the dynamics of the 3D Gaussian points. This method ensures consistency among adjacent points and smooth transitions between frames. Since dynamic scenes always continually introduce new visual content, we present prior-driven initialization and pixel-wise densification strategy for Gaussian points to integrate new content. By combining all those techniques, GFlow transcends the boundaries of 4D recovery from causal videos; it naturally enables tracking of points and segmentation of moving objects across frames. Additionally, GFlow estimates the camera poses for each frame, enabling novel view synthesis by changing camera pose. This capability facilitates extensive scene-level or object-level editing, highlighting GFlow's versatility and effectiveness. Shizun Wang, Xingyi Yang, Qiuhong Shen, Zhenxiang Jiang, Xinchao Wang |
AAAI | 3 |
| 2025 | Poison-splat: Computation Cost Attack on 3D Gaussian Splattingabstract3D Gaussian splatting (3DGS), known for its groundbreaking performance and efficiency, has become a dominant 3D representation and brought progress to many 3D vision tasks. However, in this work, we reveal a significant security vulnerability that has been largely overlooked in 3DGS: the computation cost of training 3DGS could be maliciously tampered by poisoning the input data. By developing an attack named Poison-splat, we reveal a novel attack surface where the adversary can poison the input images to drastically increase the computation memory and time needed for 3DGS training, pushing the algorithm towards its worst computation complexity. In extreme cases, the attack can even consume all allocable memory, leading to a Denial-of-Service (DoS) that disrupts servers, resulting in practical damages to real-world 3DGS service vendors. Such a computation cost attack is achieved by addressing a bi-level optimization problem through three tailored strategies: attack objective approximation, proxy model rendering, and optional constrained optimization. These strategies not only ensure the effectiveness of our attack but also make it difficult to defend with simple defensive measures. We hope the revelation of this novel attack surface can spark attention to this crucial yet overlooked vulnerability of 3DGS systems. Our code is available at https://github.com/jiahaolu97/poison-splat . Yifan Zhang 0004, Qiuhong Shen, Xinchao Wang, Shuicheng Yan |
ICLR | 3 |
| 2025 | TreeSplat: Mergeable Tree for Deformable Gaussian SplattingabstractDynamic 3D scene reconstruction from multi-view videos demands representation to model complex deformations at scale. Current Gaussian Splatting based methods often either suffer from significant computation cost due to dense MLP-based modeling or explicit modeling deformation of each Gaussian independently. However, the dynamics of objects within a scene are typically hierarchical and exhibit structural correlations. To leverage these structural priors into the representation, we introduce **TreeSplat**, a **Tree** data structure for deformable Gaussian **Splat**ting. In TreeSplat, as the name suggests, motions of Gaussian are represented hierarchically within a tree. Each node learns coefficients for time-varying basis functions, defining a part of the motion. The full motion for any given Gaussian is then determined by accumulating these transformations along the tree path from its leaf node to the root node. This tree isn't predefined; instead, it is constructed adaptively alongside Gaussian densification, where cloning or splitting a Gaussian correspondingly creates new leaf nodes. One central property of TreeSplat is its mergeability; after optimization during training, the hierarchical motion parameters for each Gaussian can be efficiently consolidated. By performing this merging step before test time, we eliminate the need to traverse the tree explicitly for each Gaussian during rendering. This results in dramatically faster rendering over 200 FPS and compact storage, while maintaining state-of-the-art rendering quality. Experiments on diverse synthetic and real-world datasets validate these advantages. Qiuhong Shen, Xingyi Yang, Xinchao Wang |
NeurIPS | 1 |
| 2025 | Test3R: Learning to Reconstruct 3D at Test TimeabstractDense matching methods like DUSt3R regress pairwise pointmaps for 3D reconstruction. However, the reliance on pairwise prediction and the limited generalization capability inherently restrict the global geometric consistency. In this work, we introduce \textbf{Test3R}, a surprisingly simple test-time learning technique that significantly boosts geometric accuracy. Using image triplets ($I_1,I_2,I_3$), Test3R generates reconstructions from pairs ($I_1,I_2$) and ($I_1,I_3$). The core idea is to optimize the network at test time via a self-supervised objective: maximizing the geometric consistency between these two reconstructions relative to the common image $I_1$. This ensures the model produces cross-pair consistent outputs, regardless of the inputs. Extensive experiments demonstrate that our technique significantly outperforms previous state-of-the-art methods on the 3D reconstruction and multi-view depth estimation tasks. Moreover, it is universally applicable and nearly cost-free, making it easily applied to other models and implemented with minimal test-time training overhead and parameter footprint. Code is available at https://github.com/nopQAQ/Test3R. Yuheng Yuan, Qiuhong Shen, Shizun Wang, Xingyi Yang, Xinchao Wang |
NeurIPS | 2 |
| 2025 | 1000+ FPS 4D Gaussian Splatting for Dynamic Scene Renderingabstract4D Gaussian Splatting (4DGS) has recently gained considerable attention as a method for reconstructing dynamic scenes. Despite achieving superior quality, 4DGS typically requires substantial storage and suffers from slow rendering speed. In this work, we delve into these issues and identify two key sources of temporal redundancy. (Q1) \textbf{Short-Lifespan Gaussians}: 4DGS uses a large portion of Gaussians with short temporal span to represent scene dynamics, leading to an excessive number of Gaussians. (Q2) \textbf{Inactive Gaussians}: When rendering, only a small subset of Gaussians contributes to each frame. Despite this, all Gaussians are processed during rasterization, resulting in redundant computation overhead. To address these redundancies, we present \textbf{4DGS-1K}, which runs at over 1000 FPS on modern GPUs. For Q1, we introduce the Spatial-Temporal Variation Score, a new pruning criterion that effectively removes short-lifespan Gaussians while encouraging 4DGS to capture scene dynamics using Gaussians with longer temporal spans. For Q2, we store a mask for active Gaussians across consecutive frames, significantly reducing redundant computations. Compared to vanilla 4DGS, our method achieves a $41\times$ reduction in storage and $9\times$ faster rasterization on complex dynamic scenes, while maintaining comparable visual quality. Yuheng Yuan, Qiuhong Shen, Xingyi Yang, Xinchao Wang |
NeurIPS | 2 |
| 2024 | Vista3D: Unravel the 3D Darkside of a Single Image
Qiuhong Shen, Xingyi Yang, Michael Bi Mi, Xinchao Wang |
ECCV (22) | 1 |
| 2024 | FlashSplat: 2D to 3D Gaussian Splatting Segmentation Solved Optimally
Qiuhong Shen, Xingyi Yang, Xinchao Wang |
ECCV (22) | 1 |
| 2024 | MVGamba: Unify 3D Content Generation as State Space Sequence ModelingabstractRecent 3D large reconstruction models (LRMs) can generate high-quality 3D content in sub-seconds by integrating multi-view diffusion models with scalable multi-view reconstructors. Current works further leverage 3D Gaussian Splatting as 3D representation for improved visual quality and rendering efficiency. However, we observe that existing Gaussian reconstruction models often suffer from multi-view inconsistency and blurred textures. We attribute this to the compromise of multi-view information propagation in favor of adopting powerful yet computationally intensive architectures (\eg, Transformers).
To address this issue, we introduce MVGamba, a general and lightweight Gaussian reconstruction model featuring a multi-view Gaussian reconstructor based on the RNN-like State Space Model (SSM). Our Gaussian reconstructor propagates causal context containing multi-view information for cross-view self-refinement while generating a long sequence of Gaussians for fine-detail modeling with linear complexity.
With off-the-shelf multi-view diffusion models integrated, MVGamba unifies 3D generation tasks from a single image, sparse images, or text prompts. Extensive experiments demonstrate that MVGamba outperforms state-of-the-art baselines in all 3D content generation scenarios with approximately only $0.1\times$ of the model size. The codes are available at \url{https://github.com/SkyworkAI/MVGamba}. Xuanyu Yi, Zike Wu, Qiuhong Shen, Qingshan Xu 0001, Pan Zhou 0002, Joo-Hwee Lim, Shuicheng Yan, Xinchao Wang, Hanwang Zhang |
NeurIPS | 3 |
| 2022 | Unsupervised Learning of Accurate Siamese TrackingabstractUnsupervised learning has been popular in various computer vision tasks, including visual object tracking. However, prior unsupervised tracking approaches rely heavily on spatial supervision from templatesearch pairs and are still unable to track objects with strong variation over a long time span. As unlimited self-supervision signals can be obtained by tracking a video along a cycle in time, we investigate evolving a Siamese tracker by tracking videos forward-backward. We present a novel unsupervised tracking framework, in which we can learn temporal correspondence both on the classification branch and regression branch. Specifically, to propagate reliable template feature in the forward propagation process so that the tracker can be trained in the cycle, we first propose a consistency propagation transformation. We then identify an ill-posed penalty problem in conventional cycle training in backward propagation process. Thus, a differentiable region mask is proposed to select features as well as to implicitly penalize tracking errors on intermediate frames. Moreover, since noisy labels may degrade training, we propose a mask-guided loss reweighting strategy to assign dynamic weights based on the quality of pseudo labels. In extensive experiments, our tracker outperforms preceding unsupervised methods by a substantial margin, performing on par with supervised methods on large-scale datasets such as TrackingNet and LaSOT. Code is available at https://github.com/FlorinShum/ULAST. Qiuhong Shen, Lei Qiao 0004, Jinyang Guo 0002, Peixia Li, Xin Li 0034, Bo Li 0114, Weihao Gan, Wei Wu 0021, Wanli Ouyang |
CVPR | 1 |
| 2022 | Backbone is All Your Need: A Simplified Architecture for Visual Object Tracking
Peixia Li, Lei Bai 0001, Lei Qiao 0004, Qiuhong Shen, Bo Li 0114, Weihao Gan, Wei Wu 0021, Wanli Ouyang |
ECCV (22) | 5 |