VLDB 2026 Research / reviewers in the wild / expert
Xiaobao Wei
dblp:319/5692
· DBLP profile ↗
18ranked-venue papers
5as first author
18since 2021 · last 2026
0000-0003-4230-1162ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 15 · 5 first-author · 15 since 2021Artificial intelligence and machine learning · 12 · 5 first-author · 12 since 2021Databases, data management, data science and information retrieval · 2 · 2 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | FastDriveVLA: Efficient End-to-End Driving via Plug-and-Play Reconstruction-based Token PruningabstractVision-Language-Action (VLA) models have demonstrated significant potential in complex scene understanding and action reasoning, leading to their increasing adoption in end-to-end autonomous driving systems. However, the long visual tokens of VLA models greatly increase computational costs. Current visual token pruning methods in Vision-Language Models (VLM) rely on either visual token similarity or visual-text attention, but both have shown poor performance in autonomous driving scenarios. Given that human drivers concentrate on relevant foreground areas while driving, we assert that retaining visual tokens containing this foreground information is essential for effective decision-making. Inspired by this, we propose FastDriveVLA, a novel reconstruction-based vision token pruning framework designed specifically for autonomous driving. FastDriveVLA includes a plug-and-play visual token pruner called ReconPruner, which prioritizes foreground information through MAE-style pixel reconstruction. A novel adversarial foreground-background reconstruction strategy is designed to train ReconPruner for the visual encoder of VLA models. Once trained, ReconPruner can be seamlessly applied to different VLA models with the same visual encoder without retraining. To train ReconPruner, we also introduce a large-scale dataset called nuScenes-FG, consisting of 241K image-mask pairs with annotated foreground regions. Our approach achieves state-of-the-art results on the nuScenes open-loop planning benchmark across different pruning ratios. Jiajun Cao, Qizhe Zhang, Peidong Jia, Xiaoan Zhang, Lizhuo, Xiaobao Wei, Sixiang Chen, Liyun Li, Ming Lu 0002, Shanghang Zhang |
AAAI | 8 |
| 2026 | ManipDreamer3D: Synthesizing Plausible Robotic Manipulation Video with Occupancy-aware 3D TrajectoryabstractData scarcity continues to be a critical bottleneck in the field of robotic manipulation, limiting the ability to train robust and generalizable models. While diffusion models provide a promising approach to synthesizing realistic robotic manipulation videos, their effectiveness hinges on the availability of precise and reasonable control instructions. Current methods primarily rely on 2D trajectories as instruction prompts, which inherently face issues with 3D spatial ambiguity. In this work, we present a novel framework named ManipDreamer3Dfor generating plausible 3D-aware robotic manipulation videos from the input image and the text instruction. Our method combines 3D trajectory planning with a reconstructed 3D occupancy map created from a third-person perspective, along with a novel trajectory-to-video diffusion model. Specifically, ManipDreamer3D first reconstructs the 3D occupancy representation from the input image and then computes an optimized 3D end-effector trajectory, minimizing path length, avoiding collisions and retiming. Next, we employ a latent editing technique to create video sequences from the initial image latent, text instruction and the optimized 3D trajectory. This process conditions our specially trained trajectory-to-video diffusion model to produce robotic pick-and-place videos. Our method significantly reduces human intervention requirements by autonomously planing plausible 3D trajectories. Experimental results demonstrate its superior visual quality and precision. Ying Li 0128, Xiaobao Wei, Xiaowei Chi, Zhongyu Zhao, Hao Wang 0073, Ningning Ma, Ming Lu 0002, Sirui Han |
AAAI | 2 |
| 2026 | SparseStreet: Sparse Gaussian Splatting for Real-Time Street Scene SimulationabstractWhile 3D Gaussian Splatting has shown promising results in street scene reconstruction, existing methods require massive numbers of Gaussian primitives to capture fine details, leading to prohibitive storage costs and slow rendering speeds. We observe that dynamic objects (e.g., vehicles and pedestrians) demand high-fidelity representations to maintain temporal consistency, while static background regions often contain substantial redundancy. Motivated by this, we propose SparseStreet, a general compression framework specifically designed for street scenes. First, we introduce a node-based learnable pruning strategy that systematically removes low-contributing Gaussian primitives while preserving visually critical regions. Second, after the scene representation stabilizes, we apply background compression, further reducing redundancy in static regions. Our method effectively preserves the geometry and appearance of dynamic objects while significantly reducing the total number of Gaussian primitives. Extensive experiments on the Waymo and nuScenes demonstrate that SparseStreet achieves up to 80% compression ratio with minimal quality degradation, enabling resource-efficient, high-fidelity dynamic scene reconstruction. Project website: https://sparsestreet.github.io/. Qingpo Wuwu, Xiaobao Wei, Peng Chen 0046, Zhongyu Zhao, Hao Wang 0073, Ming Lu 0002, Ningning Ma, Shanghang Zhang |
ICMR | 2 |
| 2026 | Event-based low-power spiking gaze estimation
Zhipeng Sui, Weihua He, Yongxiang Feng, Xiaobao Wei, Qiushuang Lian, Guoqi Li 0002, Wenhui Wang 0001 |
Eng. Appl. Artif. Intell. | 5 |
| 2026 | RSATalker: Realistic Socially-Aware Talking Head Generation for Multi-Turn ConversationabstractTalking head generation is increasingly important in virtual reality (VR), especially for social scenarios involving multi-turn conversation. Existing approaches face notable limitations: mesh-based 3D methods can model dual-person dialogue but lack realistic textures, large-model-based 2D methods produce natural appearances but incur prohibitive computational costs. Recently, 3D Gaussian Splatting (3DGS)-based methods achieve efficient and realistic rendering but remain speaker-only and ignore social relationships. We introduce RSATalker, the first framework that leverages 3DGS for realistic and socially-aware talking head generation, with support for multi-turn conversation. Our method first drives mesh-based 3D facial motion from speech, then binds 3D Gaussians to mesh facets to render high-fidelity 2D avatar videos. To capture interpersonal dynamics, we propose a socially-aware module that encodes social relationships, including blood and non-blood as well as equal and unequal, into high-level embeddings through a learnable query mechanism. We design a three-stage training paradigm and construct the RSATalker dataset with speech-mesh-image triplets annotated with social relationships. Our method supports applications such as VR telepresence, social VR, and embodied conversational agents. The socially-aware conditioning can also be extended to other human motion generation tasks. Extensive experiments demonstrate that RSATalker achieves state-of-the-art performance in both realism and social awareness. The code and dataset will be released. Peng Chen 0046, Xiaobao Wei, Yi Yang 0060, Naiming Yao, Hui Chen 0020, Feng Tian 0001 |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2025 | GraphAvatar: Compact Head Avatars with GNN-Generated 3D GaussiansabstractRendering photorealistic head avatars from arbitrary viewpoints is crucial for various applications like virtual reality. Although previous methods based on Neural Radiance Fields (NeRF) can achieve impressive results, they lack fidelity and efficiency. Recent methods using 3D Gaussian Splatting (3DGS) have improved rendering quality and real-time performance but still require significant storage overhead. In this paper, we introduce a method called GraphAvatar that utilizes Graph Neural Networks (GNN) to generate 3D Gaussians for the head avatar. Specifically, GraphAvatar trains a geometric GNN and an appearance GNN to generate the attributes of the 3D Gaussians from the tracked mesh. Therefore, our method can store the GNN models instead of the 3D Gaussians, significantly reducing the storage overhead to just 10MB. To reduce the impact of face-tracking errors, we also present a novel graph-guided optimization module to refine face-tracking parameters during training. Finally, we introduce a 3D-aware enhancer for post-processing to enhance the rendering quality. We conduct comprehensive experiments to demonstrate the advantages of GraphAvatar, surpassing existing methods in visual fidelity and storage consumption. The ablation study sheds light on the trade-offs between rendering quality and model size. Xiaobao Wei, Peng Chen 0046, Ming Lu 0002, Hui Chen 0020, Feng Tian 0001 |
AAAI | 1 |
| 2025 | DNRSelect: Active Best View Selection for Deferred Neural Rendering
Dongli Wu, Xiaobao Wei |
IEEE Big Data | 3 |
| 2025 | GazeGaussian: High-Fidelity Gaze Redirection with 3D Gaussian SplattingabstractGaze estimation encounters generalization challenges when dealing with out-of-distribution data. To address this problem, recent methods use neural radiance fields (NeRF) to generate augmented data. However, existing methods based on NeRF are computationally expensive and lack facial details. 3D Gaussian Splatting (3DGS) has become the prevailing representation of neural fields. While 3DGS has been extensively examined in head avatars, it faces challenges with accurate gaze control and generalization across different subjects. In this work, we propose GazeGaussian, the first high-fidelity gaze redirection method that uses a two-stream 3DGS model to represent the face and eye regions separately. Leveraging the unstructured nature of 3DGS, we develop a novel representation of the eye for rigid eye rotation based on the target gaze direction. To enable synthesis generalization across various subjects, we integrate an expression-guided module to inject subject-specific information into the neural renderer. Comprehensive experiments show that GazeGaussian outperforms existing methods in rendering speed, gaze redirection accuracy, and facial synthesis across multiple datasets. The code is available at: https://ucwxb.github.io/GazeGaussian. Xiaobao Wei, Peng Chen 0046, Ming Lu 0002, Hui Chen 0020, Feng Tian 0001 |
ICCV | 1 |
| 2025 | EMD: Explicit Motion Modeling for High-Quality Street Gaussian SplattingabstractPhotorealistic reconstruction of street scenes is essential for developing real-world simulators in autonomous driving. While recent methods based on 3D/4D Gaussian Splatting (GS) have demonstrated promising results, they still encounter challenges in complex street scenes due to the unpredictable motion of dynamic objects. Current methods typically decompose street scenes into static and dynamic objects, learning the Gaussians in either a supervised manner (e.g., w/ 3D bounding-box) or a self-supervised manner (e.g., w/o 3D bounding-box). However, these approaches do not effectively model the motions of dynamic objects (e.g., the motion speed of pedestrians is clearly different from that of vehicles), resulting in suboptimal scene decomposition. To address this, we propose Explicit Motion Decomposition (EMD), which models the motions of dynamic objects by introducing learnable motion embeddings to the Gaussians, enhancing the decomposition in street scenes. The proposed plug-and-play EMD module compensates for the lack of motion modeling in self-supervised street Gaussian splatting methods. We also introduce tailored training strategies to extend EMD to supervised approaches. Comprehensive experiments demonstrate the effectiveness of our method, achieving state-of-the-art novel view synthesis performance in self-supervised settings. The code is available at: https://qingpowuwu.github.io/emd. Xiaobao Wei, Qingpo Wuwu, Zhongyu Zhao, Zhuangzhe Wu, Ming Lu 0002, Ningning Ma, Shanghang Zhang |
ICCV | 1 |
| 2025 | DiffusionTalker: Efficient and Compact Speech-Driven 3D Talking Head via Personalizer-Guided DistillationabstractReal-time speech-driven 3D facial animation has been attractive in academia and industry. Traditional methods mainly focus on learning a deterministic mapping from speech to animation. Recent approaches start to consider the nondeterministic fact of speech-driven 3D face animation and employ the diffusion model for the task. Existing diffusion-based methods can improve the diversity of facial animation. However, personalized speaking styles conveying accurate lip language is still lacking, besides, efficiency and compactness still need to be improved. In this work, we propose DiffusionTalker to address the above limitations via personalizer-guided distillation. In terms of personalization, we introduce a contrastive personalizer that learns identity and emotion embeddings to capture speaking styles from audio. We further propose a personalizer enhancer during distillation to enhance the influence of embeddings on facial animation. For efficiency, we use iterative distillation to reduce the steps required for animation generation and achieve more than 8x speedup in inference. To achieve compactness, we distill the large teacher model into a smaller student model, reducing our model’s storage by 86.4% while minimizing performance loss. After distillation, users can derive their identity and emotion embeddings from audio to quickly create personal-ized animations that reflect specific speaking styles. Extensive experiments are conducted to demonstrate that our method outperforms state-of-the-art methods. The code is released at: https://github.com/ChenVoid/DiffusionTalker. Peng Chen 0046, Xiaobao Wei, Ming Lu 0002, Hui Chen 0020, Feng Tian 0001 |
ICME | 2 |
| 2025 | MixedGaussianAvatar: Realistically and Geometrically Accurate Head Avatar via Mixed 2D-3D GaussiansabstractReconstructing high-fidelity 3D head avatars is crucial in various applications such as virtual reality. The pioneering methods reconstruct realistic head avatars with Neural Radiance Fields (NeRF), which have been limited by training and rendering speed. Recent methods based on 3D Gaussian Splatting (3DGS) significantly improve the efficiency of training and rendering. However, the surface inconsistency of 3DGS results in subpar geometric accuracy; later, 2DGS uses 2D surfels to enhance geometric accuracy at the expense of rendering fidelity. To leverage the benefits of both 2DGS and 3DGS, we propose a novel method named MixedGaussianAvatar for realistically and geometrically accurate head avatar reconstruction. Our main idea is to utilize 2D Gaussians to reconstruct the surface of the 3D head, ensuring geometric accuracy. We attach the 2D Gaussians to the triangular mesh of the FLAME model and connect additional 3D Gaussians to those 2D Gaussians where the rendering quality of 2DGS is inadequate, creating a mixed 2D-3D Gaussian representation. These 2D-3D Gaussians can then be animated using FLAME parameters. We further introduce a progressive training strategy that first trains the 2D Gaussians and then fine-tunes the mixed 2D-3D Gaussians. We use a unified mixed Gaussian representation to integrate the two modalities of 2D image and 3D mesh. Furthermore, the comprehensive experiments demonstrate the superiority of MixedGaussianAvatar. The code will be released. Peng Chen 0046, Xiaobao Wei, Qingpo Wuwu, Xingyu Xiao, Ming Lu 0002 |
ACM Multimedia | 2 |
| 2025 | EmbodiedOcc++: Boosting Embodied 3D Occupancy Prediction with Plane Regularization and Uncertainty SamplerabstractOnline 3D occupancy prediction provides a comprehensive spatial understanding of embodied environments. While the innovative EmbodiedOcc framework utilizes 3D semantic Gaussians for progressive indoor occupancy prediction, it overlooks the geometric characteristics of indoor environments, which are primarily characterized by planar structures. This paper introduces EmbodiedOcc++, enhancing the original framework with two key innovations: a Geometry-guided Refinement Module (GRM) that constrains Gaussian updates through plane regularization, along with a Semantic-aware Uncertainty Sampler (SUS) that enables more effective updates in overlapping regions between consecutive frames. GRM regularizes the position update to align with surface normals. It determines the adaptive regularization weight using curvature-based and depth-based constraints, allowing semantic Gaussians to align accurately with planar surfaces while adapting in complex regions. To effectively improve geometric consistency from different views, SUS adaptively selects proper Gaussians to update. Comprehensive experiments on the EmbodiedOcc-ScanNet benchmark demonstrate that EmbodiedOcc++ achieves state-of-the-art performance across different settings. Our method demonstrates improved edge accuracy and retains more geometric details while ensuring computational efficiency, which is essential for online embodied perception. The code will be released at: https://github.com/PKUHaoWang/EmbodiedOcc2. Hao Wang 0073, Xiaobao Wei, Xiaoan Zhang, Jianing Li 0001, Chengyu Bai, Ying Li 0128, Ming Lu 0002, Wenzhao Zheng, Shanghang Zhang |
ACM Multimedia | 2 |
| 2025 | PLGS: Robust Panoptic Lifting With 3D Gaussian SplattingabstractPrevious methods utilize the Neural Radiance Field (NeRF) for panoptic lifting, while their training and rendering speed are unsatisfactory. In contrast, 3D Gaussian Splatting (3DGS) has emerged as a prominent technique due to its rapid training and rendering speed. However, unlike NeRF, the conventional 3DGS may not satisfy the basic smoothness assumption as it does not rely on any parameterized structures to render (e.g., MLPs). Consequently, the conventional 3DGS is, in nature, more susceptible to noisy 2D mask supervision. In this paper, we propose a new method called PLGS that enables 3DGS to generate consistent panoptic segmentation masks from noisy 2D segmentation masks while maintaining superior efficiency compared to NeRF-based methods. Specifically, we build a panoptic-aware structured 3D Gaussian model to introduce smoothness and design effective noise reduction strategies. For the semantic field, instead of initialization with structure from motion, we construct reliable semantic anchor points to initialize the 3D Gaussians. We then use these anchor points as smooth regularization during training. Additionally, we present a self-training approach using pseudo labels generated by merging the rendered masks with the noisy masks to enhance the robustness of PLGS. For the instance field, we project the 2D instance masks into 3D space and match them with oriented bounding boxes to generate cross-view consistent instance masks for supervision. Experiments on various benchmarks demonstrate that our method outperforms previous state-of-the-art methods in terms of both segmentation quality and speed. Yu Wang 0242, Xiaobao Wei, Ming Lu 0002, Guoliang Kang |
IEEE Trans. Image Process. | 2 |
| 2024 | NTO3D: Neural Target Object 3D Reconstruction with Segment AnythingabstractNeural 3D reconstruction from multi-view images has recently attracted increasing attention from the community. Existing methods normally learn a neural field for the whole scene, while it is still under-explored how to reconstruct a target object indicated by users. Considering the Segment Anything Model (SAM) has shown effectiveness in segmenting any 2D images, in this paper, we propose NTO3D, a novel high-quality Neural Target Object 3D (NTO3D) reconstruction method, which leverages the benefits of both neural field and SAM. We first propose a novel strategy to lift the multi-view 2D segmentation masks of SAM into a unified 3D occupancy field. The 3D occupancy field is then projected into 2D space and generates the new prompts for SAM. This process is iterative until convergence to sepa-rate the target object from the scene. After this, we then lift the 2D features of the SAM encoder into a 3D feature field in order to improve the reconstruction quality of the target object. NTO3D lifts the 2D masks and features of SAM into the 3D neural field for high-quality neural target object 3D reconstruction. We conduct detailed experiments on several benchmark datasets to demonstrate the advantages of our method. The code will be available at: https://github.com/ucwxb/NTO3D. Xiaobao Wei, Renrui Zhang, Jiarui Wu, Jiaming Liu 0003, Ming Lu 0002, Yandong Guo, Shanghang Zhang |
CVPR | 1 |
| 2024 | I-MedSAM: Implicit Medical Image Segmentation with Segment Anything
Xiaobao Wei, Jiajun Cao, Yizhu Jin, Ming Lu 0002, Shanghang Zhang |
ECCV (10) | 1 |
| 2024 | Multi-scale full spike pattern for semantic segmentation
Qiaoyi Su, Weihua He, Xiaobao Wei, Bo Xu 0002, Guoqi Li 0002 |
Neural Networks | 3 |
| 2023 | Open-Vocabulary Point-Cloud Object Detection without 3D AnnotationabstractThe goal of open-vocabulary detection is to identify novel objects based on arbitrary textual descriptions. In this paper, we address open-vocabulary 3D point-cloud detection by a dividing-and-conquering strategy, which involves: 1) developing a point-cloud detector that can learn a general representation for localizing various objects, and 2) connecting textual and point-cloud representations to enable the detector to classify novel object categories based on text prompting. Specifically, we resort to rich image pretrained models, by which the point-cloud detector learns localizing objects under the supervision of predicted 2D bounding boxes from 2D pretrained detectors. Moreover, we propose a novel de-biased triplet cross-modal contrastive learning to connect the modalities of image, point-cloud and text, thereby enabling the point-cloud detector to benefit from vision-language pretrained models, i.e., CLIP. The novel use of image and vision-language pretrained models for point-cloud detectors allows for open-vocabulary 3D object detection without the need for 3D annotations. Experiments demonstrate that the proposed method improves at least 3.03 points and 7.47 points over a wide range of baselines on the ScanNet and SUN RGB-D datasets, respectively. Furthermore, we provide a comprehensive analysis to explain why our approach works. Code is available at https://github.com/lyhdet/OV-3DET Yuheng Lu, Chenfeng Xu, Xiaobao Wei, Masayoshi Tomizuka, Kurt Keutzer, Shanghang Zhang |
CVPR | 3 |
| 2022 | MTTrans: Cross-domain Object Detection with Mean Teacher Transformer
Jinze Yu 0002, Jiaming Liu 0003, Xiaobao Wei, Haoyi Zhou, Yohei Nakata, Denis A. Gudovskiy, Tomoyuki Okuno, Jianxin Li 0002, Kurt Keutzer, Shanghang Zhang |
ECCV (9) | 3 |