VLDB 2026 Research / reviewers in the wild / expert
Jia-Mu Sun
dblp:340/7628
· DBLP profile ↗
9ranked-venue papers
3as first author
9since 2021 · last 2025
0009-0001-4589-8745ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 6 · 3 first-author · 6 since 2021Artificial intelligence and machine learning · 4 · 4 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | VD-NeRF: Visibility-Aware Decoupled Neural Radiance Fields for View-Consistent Editing and High-Frequency RelightingabstractNeural Radiance Fields (NeRFs) have shown promising results in novel view synthesis. While achieving state-of-the-art rendering results, NeRF usually encodes all properties related to geometry and appearance of the scene together into several MLP (Multi-Layer Perceptron) networks, which hinders downstream manipulation of geometry, appearance and illumination. Recently researchers made attempts to edit geometry, appearance and lighting for NeRF. However, they fail to render view-consistent results after editing the appearance of the input scene. Moreover, many approaches use Spherical Gaussian (SG) or Spherical Harmonic (SH) functions, or low-resolution environment maps to model lighting. These methods, however, struggle with high-frequency environmental relighting. While some approaches utilize high-resolution environment maps, the strategy of jointly optimizing geometry, material, and lighting introduces additional ambiguity. To solve the above problems, we propose VD-NeRF, a visibility-aware approach to decoupling view-independent appearance and view-dependent appearance in the scene with a hybrid lighting representation. Specifically, we first train a signed distance function to reconstruct an explicit mesh for the input scene. Then a decoupled NeRF learns to attach view-independent appearance to the reconstructed mesh by defining learnable disentangled features representing geometry and view-independent appearance on its vertices. For lighting, we approximate it with an explicit learnable environment map and an implicit lighting network to support both low-frequency and high-frequency relighting. By modifying the view-independent appearance, rendered results are consistent across different viewpoints. Our method also supports high-frequency environmental relighting by replacing the explicit environment map with a novel one and fitting the implicit lighting network to the novel environment map. We further take visibility into consideration when rendering and decoupling the input 3D scene, which improves the quality of decomposition and relighting results and also enables more downstream applications such as scene composition where occlusions between scenes are common. Extensive experiments show that our method achieves better editing and relighting performance both quantitatively and qualitatively compared to previous methods. Tong Wu 0009, Jia-Mu Sun, Yukun Lai, Lin Gao 0004 |
IEEE Trans. Pattern Anal. Mach. Intell. | 2 |
| 2025 | DeferredGS: Decoupled and Relightable Gaussian Splatting With Deferred ShadingabstractReconstructing and editing 3D objects and scenes both play crucial roles in computer graphics and computer vision. Neural radiance fields (NeRFs) can achieve realistic reconstruction and editing results but suffer from inefficiency in rendering. Gaussian splatting significantly accelerates rendering by rasterizing Gaussian ellipsoids. However, Gaussian splatting utilizes a single Spherical Harmonic (SH) function to model both texture and lighting, limiting independent editing capabilities of these components. Recently, attempts have been made to decouple texture and lighting with the Gaussian splatting representation but may fail to produce plausible geometry and decomposition results on reflective scenes. Additionally, the forward shading technique they employ introduces noticeable blending artifacts during relighting, as the geometry attributes of Gaussians are optimized under the original illumination and may not be suitable for novel lighting conditions. To address these issues, we introduce DeferredGS, a method for decoupling and relighting the Gaussian splatting representation using deferred shading. To achieve successful decoupling, we model the illumination with a learnable environment map and define additional attributes such as texture parameters and normal direction on Gaussians, where the normal is distilled from a jointly trained signed distance function. More importantly, we apply deferred shading, resulting in more realistic relighting effects compared to previous methods. Both qualitative and quantitative experiments demonstrate the superior performance of DeferredGSin novel view synthesis and relighting tasks. Tong Wu 0009, Jia-Mu Sun, Yukun Lai, Yuewen Ma, Leif Kobbelt, Lin Gao 0004 |
IEEE Trans. Pattern Anal. Mach. Intell. | 2 |
| 2025 | Differentiable Light Transport with Gaussian Surfels via Adapted Radiosity for Efficient Relighting and Geometry ReconstructionabstractRadiance fields have gained tremendous success with applications ranging from novel view synthesis to geometry reconstruction, especially with the advent of Gaussian splatting. However, they sacrifice modeling of material reflective properties and lighting conditions, leading to significant geometric ambiguities and the inability to easily perform relighting. One way to address these limitations is to incorporate physically-based rendering, but it has been prohibitively expensive to include full global illumination within the inner loop of the optimization. Therefore, previous works adopt simplifications that make the whole optimization with global illumination effects efficient but less accurate. In this work, we adopt Gaussian surfels as the primitives and build an efficient framework for differentiable light transport, inspired from the classic radiosity theory. The whole framework operates in the coefficient space of spherical harmonics, enabling both diffuse and specular materials. We extend the classic radiosity into non-binary visibility and semi-opaque primitives, propose novel solvers to efficiently solve the light transport, and derive the backward pass for gradient optimizations, which is more efficient than auto-differentiation. During inference, we achieve view-independent rendering where light transport need not be recomputed under viewpoint changes, enabling hundreds of FPS for global illumination effects, including view-dependent reflections using a spherical harmonics representation. Through extensive qualitative and quantitative experiments, we demonstrate superior geometry reconstruction, view synthesis and relighting than previous inverse rendering baselines, or data-driven baselines given relatively sparse datasets with known or unknown lighting conditions. Jia-Mu Sun, Zilu Li, Dan Wang 0011, Tzu-Mao Li, Ravi Ramamoorthi |
ACM Trans. Graph. | 2 |
| 2024 | DMiT: Deformable Mipmapped Tri-Plane Representation for Dynamic Scenes
Jing-Wen Yang 0002, Jia-Mu Sun, Yongliang Yang 0002, Jie Yang 0038, Ying Shan, Yan-Pei Cao 0001, Lin Gao 0004 |
ECCV (55) | 2 |
| 2024 | Real-time Large-scale Deformation of Gaussian SplattingabstractNeural implicit representations, including Neural Distance Fields and Neural Radiance Fields, have demonstrated significant capabilities for reconstructing surfaces with complicated geometry and topology, and generating novel views of a scene. Nevertheless, it is challenging for users to directly deform or manipulate these implicit representations with large deformations in a real-time fashion. Gaussian Splatting (GS) has recently become a promising method with explicit geometry for representing static scenes and facilitating high-quality and real-time synthesis of novel views. However, it cannot be easily deformed due to the use of discrete Gaussians and the lack of explicit topology. To address this, we develop a novel GS-based method (GaussianMesh) that enables interactive deformation. Our key idea is to design an innovative mesh-based GS representation, which is integrated into Gaussian learning and manipulation. 3D Gaussians are defined over an explicit mesh, and they are bound with each other: the rendering of 3D Gaussians guides the mesh face split for adaptive refinement, and the mesh face split directs the splitting of 3D Gaussians. Moreover, the explicit mesh constraints help regularize the Gaussian distribution, suppressing poor-quality Gaussians ( e.g. , misaligned Gaussians, long-narrow shaped Gaussians), thus enhancing visual quality and reducing artifacts during deformation. Based on this representation, we further introduce a large-scale Gaussian deformation technique to enable deformable GS, which alters the parameters of 3D Gaussians according to the manipulation of the associated mesh. Our method benefits from existing mesh deformation datasets for more realistic data-driven Gaussian deformation. Extensive experiments show that our approach achieves high-quality reconstruction and effective deformation, while maintaining the promising rendering results at a high frame rate (65 FPS on average on a single commodity GPU). Lin Gao 0004, Jie Yang 0038, Botao Zhang 0004, Jia-Mu Sun, Yu-Jie Yuan, Hongbo Fu 0001, Yukun Lai |
ACM Trans. Graph. | 4 |
| 2024 | NU-NeRF: Neural Reconstruction of Nested Transparent Objects with Uncontrolled Capture EnvironmentabstractThe geometry reconstruction of transparent objects is a challenging problem due to the highly noncontinuous and rapidly changing surface color caused by refraction. Existing methods rely on special capture devices, dedicated backgrounds, or ground-truth object masks to provide more priors and reduce the ambiguity of the problem. However, it is hard to apply methods with these special requirements to real-life reconstruction tasks, like scenes captured in the wild using mobile devices. Moreover, these methods can only cope with solid and homogeneous materials, greatly limiting the scope of the application. To solve the problems above, we propose NU-NeRF to reconstruct nested transparent objects without requiring a dedicated capture environment or additional input. NU-NeRF is built upon a neural signed distance field formulation and leverages neural rendering techniques. It consists of two main stages. In Stage I, the surface color is separated into reflection and refraction. The reflection is decomposed using physically based material and rendering. The refraction is modeled using a single MLP given the refraction and view directions, which is a simple yet effective solution of refraction modeling. This step produces high-fidelity geometry of the outer surface. In stage II, we use explicit ray tracing on the reconstructed outer surface for accurate light transport simulation. The surface reconstruction is executed again inside the outer geometry to obtain any inner surface geometry. In this process, a novel transparent interface formulation is used to cope with different types of transparent surfaces. Experiments conducted on synthetic scenes and real captured scenes show that NU-NeRF is capable of producing better reconstruction results than previous methods and achieves accurate nested surface reconstruction under an uncontrolled capture environment. Jia-Mu Sun, Tong Wu 0009, Lingqi Yan 0001, Lin Gao 0004 |
ACM Trans. Graph. | 1 |
| 2024 | Haisor: Human-aware Indoor Scene Optimization via Deep Reinforcement Learningabstract3D scene synthesis facilitates and benefits many real-world applications. Most scene generators focus on making indoor scenes plausible via learning from training data and leveraging extra constraints such as adjacency and symmetry. Although the generated 3D scenes are mostly plausible with visually realistic layouts, they can be functionally unsuitable for human users to navigate and interact with furniture. Our key observation is that human activity plays a critical role and sufficient free space is essential for human-scene interactions. This is exactly where many existing synthesized scenes fail—the seemingly correct layouts are often not fit for living. To tackle this, we present a human-aware optimization framework Haisor for 3D indoor scene arrangement via reinforcement learning, which aims to find an action sequence to optimize the indoor scene layout automatically. Based on the hierarchical scene graph representation, an optimal action sequence is predicted and performed via Deep Q-Learning with Monte Carlo Tree Search (MCTS), where MCTS is our key feature to search for the optimal solution in long-term sequences and large action space. Multiple human-aware rewards are designed as our core criteria of human-scene interaction, aiming to identify the next smart action by leveraging powerful reinforcement learning. Our framework is optimized end-to-end by giving the indoor scenes with part-level furniture layout including part mobility information. Furthermore, our methodology is extensible and allows utilizing different reward designs to achieve personalized indoor scene synthesis. Extensive experiments demonstrate that our approach optimizes the layout of 3D indoor scenes in a human-aware manner, which is more realistic and plausible than original state-of-the-art generator results, and our approach produces superior smart actions, outperforming alternative baselines. Jia-Mu Sun, Jie Yang 0038, Kaichun Mo, Yukun Lai, Leonidas J. Guibas, Lin Gao 0004 |
ACM Trans. Graph. | 1 |
| 2023 | SOL-NeRF: Sunlight Modeling for Outdoor Scene Decomposition and RelightingabstractOutdoor scenes often involve large-scale geometry and complex unknown lighting conditions, making it difficult to decompose them into geometry, reflectance and illumination. Recently researchers made attempts to decompose outdoor scenes using Neural Radiance Fields (NeRF) and learning-based lighting and shadow representations. However, diverse lighting conditions and shadows in outdoor scenes are challenging for learning-based models. Moreover, existing methods may produce rough geometry and normal reconstruction and introduce notable shading artifacts when the scene is rendered under a novel illumination. To solve the above problems, we propose SOL-NeRF to decompose outdoor scenes with the help of a hybrid lighting representation and a signed distance field geometry reconstruction. We use a single Spherical Gaussian (SG) lobe to approximate the sun lighting, and a first-order Spherical Harmonic (SH) mixture to resemble the sky lighting. This hybrid representation is specifically designed for outdoor settings, and compactly models the outdoor lighting, ensuring robustness and efficiency. The shadow of the direct sun lighting can be obtained by casting the ray against the mesh extracted from the signed distance field, and the remaining shadow can be approximated by Ambient Occlusion (AO). Additionally, sun lighting color prior and a relaxed Manhattan-world assumption can be further applied to boost decomposition and relighting performance. When changing the lighting condition, our method can produce consistent relighting results with correct shadow effects. Experiments conducted on our hybrid lighting scheme and the entire decomposition pipeline show that our method achieves better reconstruction, decomposition, and relighting performance compared to previous methods both quantitatively and qualitatively. Jia-Mu Sun, Tong Wu 0009, Yongliang Yang 0002, Yukun Lai, Lin Gao 0004 |
SIGGRAPH Asia | 1 |
| 2023 | SceneHGN: Hierarchical Graph Networks for 3D Indoor Scene Generation With Fine-Grained Geometryabstract3D indoor scenes are widely used in computer graphics, with applications ranging from interior design to gaming to virtual and augmented reality. They also contain rich information, including room layout, as well as furniture type, geometry, and placement. High-quality 3D indoor scenes are highly demanded while it requires expertise and is time-consuming to design high-quality 3D indoor scenes manually. Existing research only addresses partial problems: some works learn to generate room layout, and other works focus on generating detailed structure and geometry of individual furniture objects. However, these partial steps are related and should be addressed together for optimal synthesis. We propose SceneHGN, a hierarchical graph network for 3D indoor scenes that takes into account the full hierarchy from the room level to the object level, then finally to the object part level. Therefore for the first time, our method is able to directly generate plausible 3D room content, including furniture objects with fine-grained geometry, and their layout. To address the challenge, we introduce functional regions as intermediate proxies between the room and object levels to make learning more manageable. To ensure plausibility, our graph-based representation incorporates both vertical edges connecting child nodes with parent nodes from different levels, and horizontal edges encoding relationships between nodes at the same level. Our generation network is a conditional recursive neural network (RvNN) based variational autoencoder (VAE) that learns to generate detailed content with fine-grained geometry for a room, given the room boundary as the condition. Extensive experiments demonstrate that our method produces superior generation results, even when comparing results of partial steps with alternative methods that can only achieve these. We also demonstrate that our method is effective for various applications such as part-level room editing, room interpolation, and room generation by arbitrary room boundaries. Lin Gao 0004, Jia-Mu Sun, Kaichun Mo, Yukun Lai, Leonidas J. Guibas, Jie Yang 0038 |
IEEE Trans. Pattern Anal. Mach. Intell. | 2 |