Taoran Yi

dblp:321/4235 · DBLP profile ↗
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7ranked-venue papers
1as first author
7since 2021 · last 2026
0000-0001-7316-7547ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 7 · 1 first-author · 7 since 2021Artificial intelligence and machine learning · 5 · 1 first-author · 5 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021
YearPublicationVenuePosition
2026 WorldGrow: Generating Infinite 3D World
abstract
We tackle the challenge of generating the infinitely extendable 3D world -- large, continuous environments with coherent geometry and realistic appearance. Existing methods face key challenges: 2D-lifting approaches suffer from geometric and appearance inconsistencies across views, 3D implicit representations are hard to scale up, and current 3D foundation models are mostly object-centric, limiting their applicability to scene-level generation. Our key insight is leveraging strong generation priors from pre-trained 3D models for structured scene block generation. To this end, we propose WorldGrow, a hierarchical framework for unbounded 3D scene synthesis. Our method features three core components: (1) a data curation pipeline that extracts high-quality scene blocks for training, making the 3D structured latent representations suitable for scene generation; (2) a 3D block inpainting mechanism that enables context-aware scene extension; and (3) a coarse-to-fine generation strategy that ensures both global layout plausibility and local geometric/textural fidelity. Evaluated on the large-scale 3D-FRONT dataset, WorldGrow achieves SOTA performance in geometry reconstruction, while uniquely supporting infinite scene generation with photorealistic and structurally consistent outputs. These results highlight its capability for constructing large-scale virtual environments and potential for building future world models.
Sikuang Li, Chen Yang 0023, Jiemin Fang, Taoran Yi, Jiazhong Cen, Lingxi Xie, Wei Shen 0002, Qi Tian 0001
AAAI4
2026 Few-step Flow for 3D Generation via Marginal-Data Transport Distillation
abstract
Flow-based 3D generation models typically require dozens of sampling steps during inference. Though few-step distillation methods, particularly Consistency Models (CMs), have achieved substantial advancements in accelerating 2D diffusion models, they remain under-explored for more complex 3D generation tasks. In this study, we propose a novel framework, MDT-dist, for few-step 3D flow distillation. Our approach is built upon a primary objective: distilling the pretrained model to learn the Marginal-Data Transport. Directly learning this objective needs to integrate the velocity fields, while this integral is intractable to be implemented. Therefore, we propose two optimizable objectives, Velocity Matching (VM) and Velocity Distillation (VD), to equivalently convert the optimization target from the transport level to the velocity and the distribution level respectively. Velocity Matching (VM) learns to stably match the velocity fields between the student and the teacher, but inevitably provides biased gradient estimates. Velocity Distillation (VD) further enhances the optimization process by leveraging the learned velocity fields to perform probability density distillation. When evaluated on the pioneer 3D generation framework TRELLIS, our method reduces sampling steps of each flow transformer from 25 to 1–2, achieving 0.68s (1 step x2) and 0.94s (2 steps x2) latency with 9.0x and 6.5x speedup on A800, while preserving high visual and geometric fidelity. Experiments demonstrate that our method significantly outperforms existing CM distillation methods, and enables TRELLIS to achieve superior performance in few-step 3D generation.
Zanwei Zhou, Taoran Yi, Jiemin Fang, Chen Yang 0023, Lingxi Xie, Xinggang Wang, Wei Shen 0002, Qi Tian 0001
AAAI2
2024 Fast High Dynamic Range Radiance Fields for Dynamic Scenes
abstract
Neural Radiances Fields (NeRF) and their extensions have shown great success in representing 3D scenes and synthesizing novel-view images. However, most NeRF methods take in low-dynamic-range (LDR) images, which may lose details, especially with nonuniform illumination. Some previous NeRF methods attempt to introduce high-dynamic-range (HDR) techniques but mainly target static scenes. To extend HDR NeRF methods to wider applications, we propose a dynamic HDR NeRF framework, named HDR-HexPlane, which can learn 3D scenes from dynamic 2D images captured with various exposures. A learnable exposure mapping function is constructed to obtain adaptive exposure values for each image. Based on the monotonically increasing prior, a camera response function is designed for stable learning. With the proposed model, high- quality novel-view images at any time point can be rendered with any desired exposure. We further construct a dataset containing multiple dynamic scenes captured with diverse exposures for evaluation. All the datasets and code are available at https://guanjunwu.github.io/HDR-HexPlane/.
Guanjun Wu, Taoran Yi, Jiemin Fang, Wenyu Liu 0001, Xinggang Wang
3DV2
2024 4D Gaussian Splatting for Real-Time Dynamic Scene Rendering
abstract
Representing and rendering dynamic scenes has been an important but challenging task. Especially, to accurately model complex motions, high efficiency is usually hard to guarantee. To achieve real-time dynamic scene rendering while also enjoying high training and storage efficiency, we propose 4D Gaussian Splatting (4D-GS) as a holistic representation for dynamic scenes rather than applying 3D-GS for each individual frame. In 4D-GS, a novel explicit representation containing both 3D Gaussians and 4D neural voxels is proposed. A decomposed neural voxel encoding algorithm inspired by HexPlane is proposed to efficiently build Gaussian features from 4D neural voxels and then a lightweight MLP is applied to predict Gaussian deformations at novel timestamps. Our 4D-GS method achieves real-time rendering under high resolutions, 82 FPS at an 800x800 resolution on an RTX 3090 GPU while maintaining comparable or better quality than previous state- of-the-art methods. More demos and code are available at https://guanjunwu.github.io/4dgs/.
Guanjun Wu, Taoran Yi, Jiemin Fang, Lingxi Xie, Xiaopeng Zhang 0008, Wei Wei 0002, Wenyu Liu 0001, Qi Tian 0001, Xinggang Wang
CVPR2
2024 GaussianDreamer: Fast Generation from Text to 3D Gaussians by Bridging 2D and 3D Diffusion Models
abstract
In recent times, the generation of 3D assets from text prompts has shown impressive results. Both 2D and 3D diffusion models can help generate decent 3D objects based on prompts. 3D diffusion models have good 3D consistency, but their quality and generalization are limited as trainable 3D data is expensive and hard to obtain. 2D diffusion models enjoy strong abilities of generalization and fine generation, but 3D consistency is hard to guarantee. This paper attempts to bridge the power from the two types of diffusion models via the recent explicit and efficient 3D Gaussian splatting representation. A fast 3D object gener-ation framework, named as GaussianDreamer, is proposed, where the 3D diffusion model provides priors for initial-ization and the 2D diffusion model enriches the geometry and appearance. Operations of noisy point growing and color perturbation are introduced to enhance the initialized Gaussians. Our GaussianDreamer can generate a high-quality 3D instance or 3D avatar within 15 minutes on one GPU, much faster than previous methods, while the generated instances can be directly rendered in real time. Demos and code are available at https://taoranyi.com/gaussiandreamer/.
Taoran Yi, Jiemin Fang, Junjie Wang 0012, Guanjun Wu, Lingxi Xie, Xiaopeng Zhang 0008, Wenyu Liu 0001, Qi Tian 0001, Xinggang Wang
CVPR1
2024 Cascade-Zero123: One Image to Highly Consistent 3D with Self-prompted Nearby Views
Yabo Chen, Jiemin Fang, Taoran Yi, Xiaopeng Zhang 0008, Lingxi Xie, Xinggang Wang, Wenrui Dai, Hongkai Xiong, Qi Tian 0001
ECCV (41)4
2022 Fast Dynamic Radiance Fields with Time-Aware Neural Voxels
abstract
Neural radiance fields (NeRF) have shown great success in modeling 3D scenes and synthesizing novel-view images. However, most previous NeRF methods take much time to optimize one single scene. Explicit data structures, e.g. voxel features, show great potential to accelerate the training process. However, voxel features face two big challenges to be applied to dynamic scenes, i.e. modeling temporal information and capturing different scales of point motions. We propose a radiance field framework by representing scenes with time-aware voxel features, named as TiNeuVox. A tiny coordinate deformation network is introduced to model coarse motion trajectories and temporal information is further enhanced in the radiance network. A multi-distance interpolation method is proposed and applied on voxel features to model both small and large motions. Our framework significantly accelerates the optimization of dynamic radiance fields while maintaining high rendering quality. Empirical evaluation is performed on both synthetic and real scenes. Our TiNeuVox completes training with only 8 minutes and 8-MB storage cost while showing similar or even better rendering performance than previous dynamic NeRF methods. Code is available at https://github.com/hustvl/TiNeuVox.
Jiemin Fang, Taoran Yi, Xinggang Wang, Lingxi Xie, Xiaopeng Zhang 0008, Wenyu Liu 0001, Matthias Nießner, Qi Tian 0001
SIGGRAPH Asia2