VLDB 2026 Research / reviewers in the wild / expert
Jingnan Gao
dblp:333/3609
· DBLP profile ↗
8ranked-venue papers
2as first author
8since 2021 · last 2026
0000-0001-6688-8418ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 first-author · 4 since 2021Artificial intelligence and machine learning · 3 · 1 first-author · 3 since 2021Computer networks · 1 · 1 since 2021
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Artificial intelligence
4 papers |
3D vision · 96% Generative modeling · 4% | |
| Computer graphics and multimedia
4 papers |
Rendering · 100% |
Topics — the 14 heaviest of 15, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › 3D vision
3d reconstruction |
1.9 | 2 | 2026 | Relightable and Animatable Gaussian Head Avatar From Monocular Videos · IEEE Trans. Vis. Comput. Graph. 2026 EvaSurf: Efficient View-Aware Implicit Textured Surface Reconstruction · IEEE Trans. Vis. Comput. Graph. 2025 |
Computer vision › 3D vision › 3d reconstruction › object reconstruction
head avatar reconstruction |
1.0 | 1 | 2026 | Relightable and Animatable Gaussian Head Avatar From Monocular Videos · IEEE Trans. Vis. Comput. Graph. 2026 |
Rendering
physically based rendering |
1.0 | 1 | 2026 | Relightable and Animatable Gaussian Head Avatar From Monocular Videos · IEEE Trans. Vis. Comput. Graph. 2026 |
Rendering
relighting |
1.0 | 1 | 2026 | Relightable and Animatable Gaussian Head Avatar From Monocular Videos · IEEE Trans. Vis. Comput. Graph. 2026 |
Computer vision › 3D vision
neural radiance field |
0.9 | 1 | 2025 | EvaSurf: Efficient View-Aware Implicit Textured Surface Reconstruction · IEEE Trans. Vis. Comput. Graph. 2025 |
Computer vision › 3D vision › 3d reconstruction › surface reconstruction
neural surface reconstruction |
0.9 | 1 | 2025 | AniSDF: Fused-Granularity Neural Surfaces with Anisotropic Encoding for High-Fidelity 3D Reconstruction · ICLR 2025 |
Computer vision › 3D vision
novel view synthesis |
0.9 | 1 | 2025 | EvaSurf: Efficient View-Aware Implicit Textured Surface Reconstruction · IEEE Trans. Vis. Comput. Graph. 2025 |
Computer vision › 3D vision › 3d reconstruction › implicit shape reconstruction
signed distance field reconstruction |
0.9 | 1 | 2025 | AniSDF: Fused-Granularity Neural Surfaces with Anisotropic Encoding for High-Fidelity 3D Reconstruction · ICLR 2025 |
Computer vision › 3D vision › 3d reconstruction
surface reconstruction |
0.9 | 1 | 2025 | EvaSurf: Efficient View-Aware Implicit Textured Surface Reconstruction · IEEE Trans. Vis. Comput. Graph. 2025 |
Rendering
neural radiance fields |
0.9 | 1 | 2025 | AniSDF: Fused-Granularity Neural Surfaces with Anisotropic Encoding for High-Fidelity 3D Reconstruction · ICLR 2025 |
Rendering
novel view synthesis |
0.9 | 1 | 2025 | AniSDF: Fused-Granularity Neural Surfaces with Anisotropic Encoding for High-Fidelity 3D Reconstruction · ICLR 2025 |
Rendering
inverse rendering |
0.8 | 1 | 2024 | Multi-times Monte Carlo Rendering for Inter-reflection Reconstruction · NeurIPS 2024 |
Machine learning › Generative modeling
diffusion model |
0.3 | 1 | 2026 | Relightable and Animatable Gaussian Head Avatar From Monocular Videos · IEEE Trans. Vis. Comput. Graph. 2026 |
Rendering › real-time rendering
mobile rendering |
0.3 | 1 | 2025 | EvaSurf: Efficient View-Aware Implicit Textured Surface Reconstruction · IEEE Trans. Vis. Comput. Graph. 2025 |
Methods — techniques the papers use, named apart from their topics
parametric face model · 2.0diffusion model · 2.03d gaussian splatting · 2.0view-aware encoding · 1.7physics-based rendering · 1.7neural shader · 1.7differentiable rendering · 1.7anisotropic spherical gaussian encoding · 1.7specularity-adaptive sampling · 1.5monte carlo sampling · 1.5
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Relightable and Animatable Gaussian Head Avatar From Monocular VideosabstractIn the realm of virtual avatar creation, accurate relighting capabilities are key to enhancing realism and immersion. We propose a novel pipeline for building personalized and relightable avatars from a monocular video captured under unknown lighting. This minimal input poses challenges in material entanglement and novel-view inconsistency. To tackle these, we introduce a disentangled dynamic 3D Gaussian representation that models diverse material properties and supports photorealistic rendering and animation via a parametric face model. To resolve material ambiguity under uncontrolled lighting, we train a 2D diffusion-based model to predict canonical-lighting images and physically-based material maps from casually lit portraits. These predictions serve as supervisory signals to guide the 3D disentanglement process. Additionally, we incorporate a 3D prior to enhance novel-view consistency, improving geometry and appearance in unseen views. Experiments demonstrate that our approach significantly boosts reconstruction quality and relighting fidelity, offering a practical and cost-effective solution for creating high-quality personalized avatars. Zhuo Chen 0060, Yichao Yan, Jingnan Gao, Zhuo Su 0008, Zhaohu Li, Yuhao Cheng, Xueying Lee, Yutong Leng, Yikun Zeng, Guidong Wang, Xiaokang Yang 0001 |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2025 | AniSDF: Fused-Granularity Neural Surfaces with Anisotropic Encoding for High-Fidelity 3D ReconstructionabstractNeural radiance fields have recently revolutionized novel-view synthesis and achieved high-fidelity renderings.
However, these methods sacrifice the geometry for the rendering quality, limiting their further applications including relighting and deformation.
How to synthesize photo-realistic rendering while reconstructing accurate geometry remains an unsolved problem. In this work, we present AniSDF, a novel approach that learns fused-granularity neural surfaces with physics-based encoding for high-fidelity 3D reconstruction. Different from previous neural surfaces, our fused-granularity geometry structure balances the overall structures and fine geometric details, producing accurate geometry reconstruction.
To disambiguate geometry from reflective appearance, we introduce blended radiance fields to model diffuse and specularity following the anisotropic spherical Gaussian encoding, a physics-based rendering pipeline. With these designs, AniSDF can reconstruct objects with complex structures and produce high-quality renderings.
Furthermore, our method is a unified model that does not require complex hyperparameter tuning for specific objects.
Extensive experiments demonstrate that our method boosts the quality of SDF-based methods by a great scale in both geometry reconstruction and novel-view synthesis. Jingnan Gao, Zhuo Chen 0060, Xiaokang Yang 0001, Yichao Yan |
ICLR | 1 |
| 2025 | EvaSurf: Efficient View-Aware Implicit Textured Surface ReconstructionabstractReconstructing real-world 3D objects has numerous applications in computer vision, such as virtual reality, video games, and animations. Ideally, 3D reconstruction methods should generate high-fidelity results with 3D consistency in real-time. Traditional methods match pixels between images using photo-consistency constraints or learned features, while differentiable rendering methods like Neural Radiance Fields (NeRF) use differentiable volume rendering or surface-based representation to generate high-fidelity scenes. However, these methods require excessive runtime for rendering, making them impractical for daily applications. To address these challenges, we present EvaSurf, an Efficient View-Aware implicit textured Surface reconstruction method on mobile devices. In our method, we first employ an efficient surface-based model with a multi-view supervision module to ensure accurate mesh reconstruction. To enable high-fidelity rendering, we learn an implicit texture embedded with view-aware encoding to capture view-dependent information. Furthermore, with the explicit geometry and the implicit texture, we can employ a lightweight neural shader to reduce the expense of computation and further support real-time rendering on common mobile devices. Extensive experiments demonstrate that our method can reconstruct high-quality appearance and accurate mesh on both synthetic and real-world datasets. Moreover, our method can be trained in just 1-2 hours using a single GPU and run on mobile devices at over 40 FPS (Frames Per Second), with a final package required for rendering taking up only 40-50 MB. Jingnan Gao, Zhuo Chen 0060, Yichao Yan, Bowen Pan, Jiangjing Lyu, Xiaokang Yang 0001 |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2024 | A Comparative Study of Perceptual Quality Metrics For Audio-Driven Talking Head VideosabstractThe rapid advancement of Artificial Intelligence Generated Content (AIGC) technology has propelled audio-driven talking head generation, gaining considerable research attention for practical applications. However, performance evaluation research lags behind the development of talking head generation techniques. Existing literature relies on heuristic quantitative metrics without human validation, hindering accurate progress assessment. To address this gap, we collect talking head videos generated from four generative methods and conduct controlled psychophysical experiments on visual quality, lip-audio synchronization, and head movement naturalness. Our experiments validate consistency between model predictions and human annotations, identifying metrics that align better with human opinions than widely-used measures. We believe our work will facilitate performance evaluation and model development, providing insights into AIGC in a broader context. Code is available at https://github.com/zwx8981/ADTH-QA. Weixia Zhang, Chengguang Zhu, Jingnan Gao, Yichao Yan, Guangtao Zhai, Xiaokang Yang 0001 |
ICIP | 3 |
| 2024 | Multi-times Monte Carlo Rendering for Inter-reflection ReconstructionabstractInverse rendering methods have achieved remarkable performance in reconstructing high-fidelity 3D objects with disentangled geometries, materials, and environmental light. However, they still face huge challenges in reflective surface reconstruction. Although recent methods model the light trace to learn specularity, the ignorance of indirect illumination makes it hard to handle inter-reflections among multiple smooth objects. In this work, we propose Ref-MC2 that introduces the multi-time Monte Carlo sampling which comprehensively computes the environmental illumination and meanwhile considers the reflective light from object surfaces. To address the computation challenge as the times of Monte Carlo sampling grow, we propose a specularity-adaptive sampling strategy, significantly reducing the computational complexity. Besides the computational resource, higher geometry accuracy is also required because geometric errors accumulate multiple times. Therefore, we further introduce a reflection-aware surface model to initialize the geometry and refine it during inverse rendering. We construct a challenging dataset containing scenes with multiple objects and inter-reflections. Experiments show that our method outperforms other inverse rendering methods on various object groups. We also show downstream applications, e.g., relighting and material editing, to illustrate the disentanglement ability of our method. Tengjie Zhu, Zhuo Chen 0060, Jingnan Gao, Yichao Yan, Xiaokang Yang 0001 |
NeurIPS | 3 |
| 2024 | Directional Texture Editing for 3D ModelsabstractAbstract Texture editing is a crucial task in 3D modelling that allows users to automatically manipulate the surface materials of 3D models. However, the inherent complexity of 3D models and the ambiguous text description lead to the challenge of this task. To tackle this challenge, we propose ITEM3D, a Texture Editing Model designed for automatic 3D object editing according to the text Instructions. Leveraging the diffusion models and the differentiable rendering, ITEM3D takes the rendered images as the bridge between text and 3D representation and further optimizes the disentangled texture and environment map. Previous methods adopted the absolute editing direction, namely score distillation sampling (SDS) as the optimization objective, which unfortunately results in noisy appearances and text inconsistencies. To solve the problem caused by the ambiguous text, we introduce a relative editing direction, an optimization objective defined by the noise difference between the source and target texts, to release the semantic ambiguity between the texts and images. Additionally, we gradually adjust the direction during optimization to further address the unexpected deviation in the texture domain. Qualitative and quantitative experiments show that our ITEM3D outperforms the state‐of‐the‐art methods on various 3D objects. We also perform text‐guided relighting to show explicit control over lighting. Our project page: https://shengqiliu1.github.io/ITEM3D/ . Shengqi Liu, Zhuo Chen 0060, Jingnan Gao, Yichao Yan, Wenhan Zhu, Jiangjing Lyu, Xiaokang Yang 0001 |
Comput. Graph. Forum | 3 |
| 2023 | A-ESRGAN: Training Real-World Blind Super-Resolution with Attention U-Net Discriminators
Zihao Wei, Yidong Huang, Chenhao Zheng, Jingnan Gao |
PRICAI (3) | 5 |
| 2022 | Intelligent edge content caching: A deep recurrent reinforcement learning method
Yuejun Sun, Jingnan Gao, Jianbo Guo |
Peer-to-Peer Netw. Appl. | 3 |