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Bojun Xiong

dblp:344/0730 · DBLP profile ↗
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4ranked-venue papers
2as first author
4since 2021 · last 2025
0009-0009-6460-8393ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 2 first-author · 4 since 2021Artificial intelligence and machine learning · 3 · 1 first-author · 3 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.

Computer graphics and multimedia
3 papers
Visual content generation and editing · 46% Geometric modeling and processing · 23% Rendering · 15%
Artificial intelligence
1 paper
Generative modeling · 100%

Topics — the 7 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visual content generation and editing
3d content creation
1.722025
TexGaussian: Generating High-quality PBR Material via Octree-based 3D Gaussian Splatting · CVPR 2025
TexGarment: Consistent Garment UV Texture Generation via Efficient 3D Structure-Guided Diffusion Transformer · CVPR 2025
Computer animation and physical simulation › physically-based modeling › material modeling
material generation
0.912025
TexGaussian: Generating High-quality PBR Material via Octree-based 3D Gaussian Splatting · CVPR 2025
Rendering
physically based rendering
0.912025
TexGaussian: Generating High-quality PBR Material via Octree-based 3D Gaussian Splatting · CVPR 2025
Geometric modeling and processing › shape modeling › implicit modeling
implicit shape representation
0.712023
VecFontSDF: Learning to Reconstruct and Synthesize High-Quality Vector Fonts via Signed Distance Functions · CVPR 2023
Geometric modeling and processing › shape representation › implicit representation
signed distance function
0.712023
VecFontSDF: Learning to Reconstruct and Synthesize High-Quality Vector Fonts via Signed Distance Functions · CVPR 2023
Visual content generation and editing › font generation
vector font synthesis
0.712023
VecFontSDF: Learning to Reconstruct and Synthesize High-Quality Vector Fonts via Signed Distance Functions · CVPR 2023
Machine learning › Generative modeling
diffusion model
0.312025
TexGarment: Consistent Garment UV Texture Generation via Efficient 3D Structure-Guided Diffusion Transformer · CVPR 2025

Methods — techniques the papers use, named apart from their topics

point cloud guidance · 1.7diffusion transformer · 1.7UV position map · 1.7octree · 0.9diffusion model · 0.93d gaussian splatting · 0.9signed distance function · 0.7quadratic bézier curve fitting · 0.7few-shot learning · 0.7
YearPublicationVenuePosition
2025 TexGarment: Consistent Garment UV Texture Generation via Efficient 3D Structure-Guided Diffusion Transformer
abstract
This paper introduces TexGarment, an efficient method for synthesizing high-quality, 3D-consistent garment textures in UV space. Traditional approaches based on 2D-to-3D mapping often suffer from 3D inconsistency, while methods learning from limited 3D data lack sufficient texture diversity. These limitations are particularly problematic in garment texture generation, where high demands exist for both detail and variety. To address these challenges, TexGarment leverages a pre-trained text-to-image diffusion Transformer model with robust generalization capabilities, introducing structural information to guide the model in generating 3D-consistent garment textures in a single inference step. Specifically, We utilize the 2D UV position map to guide the layout during the UV texture generation process, ensuring a coherent texture arrangement and enhancing it by integrating global 3D structural information from the mesh surface point cloud. This combined guidance effectively aligns 3D structural integrity with 2D layout. Our method efficiently generates high-quality, diverse UV textures in a single inference step while maintaining 3D consistency. Experimental results validate the effectiveness of TexGarment, achieving state-of-the-art performance in 3D garment texture generation.
Jialun Liu, Xiaobo Gao, Bojun Xiong, Chen Zhao 0011, Hongbin Pei, Haocheng Feng, Errui Ding, Jingdong Wang 0001
CVPR5
2025 TexGaussian: Generating High-quality PBR Material via Octree-based 3D Gaussian Splatting
abstract
Physically Based Rendering (PBR) materials play a crucial role in modern graphics, enabling photorealistic rendering across diverse environment maps. Developing an effective and efficient algorithm that is capable of automatically generating high-quality PBR materials rather than RGB texture for 3D meshes can significantly streamline the 3D content creation. Most existing methods leverage pre-trained 2D diffusion models for multi-view image synthesis, which often leads to severe inconsistency between the generated textures and input 3D meshes. This paper presents TexGaussian, a novel method that uses octant-aligned 3D Gaussian Splatting for rapid PBR material generation. Specifically, we place each 3D Gaussian on the finest leaf node of the octree built from the input 3D mesh to render the multi-view images not only for the albedo map but also for roughness and metallic. Moreover, our model is trained in a regression manner instead of diffusion denoising, capable of generating the PBR material for a 3D mesh in a single feed-forward process. Extensive experiments on publicly available benchmarks demonstrate that our method synthesizes more visually pleasing PBR materials and runs faster than previous methods in both unconditional and text-conditional scenarios, exhibiting better consistency with the given geometry. Our code and trained models are available at https://3d-aigc.github.io/TexGaussian.
Bojun Xiong, Jialun Liu, Chenming Wu, Chen Zhao 0011, Errui Ding, Zhouhui Lian
CVPR1
2025 OctFusion: Octree-based Diffusion Models for 3D Shape Generation
abstract
Abstract Diffusion models have emerged as a popular method for 3D generation. However, it is still challenging for diffusion models to efficiently generate diverse and high‐quality 3D shapes. In this paper, we introduce OctFusion, which can generate 3D shapes with arbitrary resolutions in 2.5 seconds on a single Nvidia 4090 GPU, and the extracted meshes are guaranteed to be continuous and manifold. The key components of OctFusion are the octree‐based latent representation and the accompanying diffusion models. The representation combines the benefits of both implicit neural representations and explicit spatial octrees and is learned with an octree‐based variational autoencoder. The proposed diffusion model is a unified multi‐scale U‐Net that enables weights and computation sharing across different octree levels and avoids the complexity of widely used cascaded diffusion schemes. We verify the effectiveness of OctFusion on the ShapeNet and Objaverse datasets and achieve state‐of‐the‐art performances on shape generation tasks. We demonstrate that OctFusion is extendable and flexible by generating high‐quality color fields for textured mesh generation and high‐quality 3D shapes conditioned on text prompts, sketches, or category labels. Our code and pre‐trained models are available at https://github.com/octree‐nn/octfusion .
Bojun Xiong, Si-Tong Wei, Xin-Yang Zheng, Yan-Pei Cao 0001, Zhouhui Lian, Peng-Shuai Wang
Comput. Graph. Forum1
2023 VecFontSDF: Learning to Reconstruct and Synthesize High-Quality Vector Fonts via Signed Distance Functions
abstract
Font design is of vital importance in the digital content design and modern printing industry. Developing algorithms capable of automatically synthesizing vector fonts can significantly facilitate the font design process. However, existing methods mainly concentrate on raster image generation, and only a few approaches can directly synthesize vector fonts. This paper proposes an end-to-end trainable method, VecFontSDF, to reconstruct and synthesize high-quality vector fonts using signed distance functions (SDFs). Specifically, based on the proposed SDF-based implicit shape representation, VecFontSDF learns to model each glyph as shape primitives enclosed by several parabolic curves, which can be precisely converted to quadratic Bézier curves that are widely used in vector font products. In this manner, most image generation methods can be easily extended to synthesize vector fonts. Qualitative and quantitative experiments conducted on a publicly-available dataset demonstrate that our method obtains high-quality results on several tasks, including vector font reconstruction, interpolation, and few-shot vector font synthesis, markedly outperforming the state of the art.
Zeqing Xia, Bojun Xiong, Zhouhui Lian
CVPR2