VLDB 2026 Research / reviewers in the wild / expert
Hanzhang Tu
dblp:334/1218
· DBLP profile ↗
6ranked-venue papers
1as first author
6since 2021 · last 2026
0009-0003-7555-9546ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 6 · 1 first-author · 6 since 2021Artificial intelligence and machine learning · 5 · 1 first-author · 5 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Tessellation GS: Neural Mesh Gaussians for Robust Monocular Reconstruction of Dynamic Objectsabstract3D Gaussian Splatting (GS) enables highly photorealistic scene reconstruction from posed image sequences but struggles with viewpoint extrapolation due to its anisotropic nature, leading to overfitting and poor generalization, particularly in sparse-view and dynamic scene reconstruction. We propose Tessellation GS, a structured 2D GS approach anchored on mesh faces, to reconstruct dynamic scenes from a single continuously moving or static camera. Our method constrains 2D Gaussians to localized regions and infers their attributes via hierarchical neural features on mesh faces. Gaussian subdivision is guided by an adaptive face subdivision strategy driven by a detail-aware loss function. Additionally, we leverage priors from a reconstruction foundation model to initialize Gaussian deformations, enabling robust reconstruction of general dynamic objects from a single static camera, previously extremely challenging for optimization-based methods. Our method outperforms previous SOTA method, reducing LPIPS by 29.1% and Chamfer distance by 49.2% on appearance and mesh reconstruction tasks. Shuohan Tao, Boyao Zhou, Hanzhang Tu, Yuwang Wang, Yebin Liu |
3DV | 3 |
| 2026 | Splat-SAP: Feed-Forward Gaussian Splatting for Human-Centered Scene with Scale-Aware Point Map ReconstructionabstractWe present Splat-SAP, a feed-forward approach to render novel views of human-centered scenes from binocular cameras with large sparsity. Gaussian Splatting has shown its promising potential in rendering tasks, but it typically necessitates per-scene optimization with dense input views. Although some recent approaches achieve feed-forward Gaussian Splatting rendering through geometry priors obtained by multi-view stereo, such approaches still require largely overlapped input views to establish the geometry prior. To bridge this gap, we leverage pixel-wise point map reconstruction to represent geometry which is robust to large sparsity for its independent view modeling. In general, we propose a two-stage learning strategy. In stage 1, we transform the point map into real space via an iterative affinity learning process, which facilitates camera control in the following. In stage 2, we project point maps of two input views onto the target view plane and refine such geometry via stereo matching. Furthermore, we anchor Gaussian primitives on this refined plane in order to render high-quality images. As a metric representation, the scale-aware point map in stage 1 is trained in a self-supervised manner without 3D supervision and stage 2 is supervised with photo-metric loss. We collect multi-view human-centered data and demonstrate that our method improves both the stability of point map reconstruction and the visual quality of free-viewpoint rendering. Boyao Zhou, Shunyuan Zheng, Zhanfeng Liao, Zihan Ma 0011, Hanzhang Tu, Boning Liu 0001, Yebin Liu |
AAAI | 5 |
| 2025 | ManiVideo: Generating Hand-Object Manipulation Video with Dexterous and Generalizable GraspingabstractIn this paper, we introduce ManiVideo, a novel method for generating consistent and temporally coherent bimanual hand-object manipulation videos from given motion sequences of hands and objects. The core idea of ManiVideo is the construction of a multi-layer occlusion (MLO) representation that learns 3D occlusion relationships from occlusion-free normal maps and occlusion confidence maps. By embedding the MLO structure into the UNet in two forms, the model enhances the 3D consistency of dexterous hand-object manipulation. To further achieve the generalizable grasping of objects, we integrate Objaverse, a large-scale 3D object dataset, to address the scarcity of video data, thereby facilitating the learning of extensive object consistency. Additionally, we propose an innovative training strategy that effectively integrates multiple datasets, supporting downstream tasks such as human-centric hand-object manipulation video generation. Through extensive experiments, we demonstrate that our approach not only achieves video generation with plausible hand-object interaction and generalizable objects, but also outperforms existing SOTA methods. Project: https://carlyx.github.io/manivideo/ Youxin Pang, Ruizhi Shao, Jiajun Zhang 0012, Hanzhang Tu, Yun Liu 0018, Boyao Zhou, Hongwen Zhang 0001, Yebin Liu |
CVPR | 4 |
| 2025 | GBC-Splat: Generalizable Gaussian-Based Clothed Human Digitalization under Sparse RGB CamerasabstractWe present an efficient approach for generalizable clothed human digitalization, termed GBC-Splat. Unlike previous methods that necessitate per-subject optimizations or discount watertight geometry, the proposed method is dedicated to reconstructing complete human shapes and Gaussian Splatting via sparse view RGB inputs in a feed-forward manner. We first extract a fine-grained mesh using a combination of implicit occupancy field regression and explicit disparity estimation between views. The reconstructed high-quality geometry allows us to easily anchor Gaussian primitives to mesh surface according to surface normal and texture, which allows 6-DoF photorealistic novel view synthesis. In addition, we introduce a simple yet effective algorithm to subdivide Gaussian primitives in high-frequency areas to further enhance the visual quality. Without the assistance of human parametric models, our method can tackle loose garments, such as dresses and costumes. Our method outperforms state-of-the-art methods in terms of novel view synthesis while keeping high efficiency, enabling the potential of deployment in real-time applications. Hanzhang Tu, Zhanfeng Liao, Boyao Zhou, Shunyuan Zheng, Liuxin Zhang, Qianying Wang 0002, Yebin Liu |
CVPR | 1 |
| 2025 | HADES: Human Avatar with Dynamic Explicit Hair Strands
Zhanfeng Liao, Hanzhang Tu, Hongwen Zhang 0001, Boyao Zhou, Yebin Liu |
ICCV | 2 |
| 2023 | Tensor4D: Efficient Neural 4D Decomposition for High-Fidelity Dynamic Reconstruction and RenderingabstractWe present Tensor4D, an efficient yet effective approach to dynamic scene modeling. The key of our solution is an efficient 4D tensor decomposition method so that the dynamic scene can be directly represented as a 4D spatio-temporal tensor. To tackle the accompanying memory issue, we decompose the 4D tensor hierarchically by projecting it first into three time-aware volumes and then nine compact feature planes. In this way, spatial information over time can be simultaneously captured in a compact and memory-efficient manner. When applying Tensor4D for dynamic scene reconstruction and rendering, we further factorize the 4D fields to different scales in the sense that structural motions and dynamic detailed changes can be learned from coarse to fine. The effectiveness of our method is validated on both synthetic and real-world scenes. Extensive experiments show that our method is able to achieve high-quality dynamic reconstruction and rendering from sparse-view camera rigs or even a monocular camera. The code and dataset will be released at https://github.com/DSaurus/Tensor4D. Ruizhi Shao, Zerong Zheng, Hanzhang Tu, Boning Liu 0001, Hongwen Zhang 0001, Yebin Liu |
CVPR | 3 |