Demo Data from VLDB 2026 / reviewers in the wild / expert
Adam Sun
dblp:354/7211
· DBLP profile ↗
2ranked-venue papers
1as first author
2since 2021 · last 2024
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 2 · 1 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 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
2 papers |
3D vision · 67% Generative modeling · 33% | |
| Computer graphics and multimedia
1 paper |
Rendering · 87% Geometric modeling and processing · 13% |
Topics — the 9 heaviest of 9, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › 3D vision
human rendering |
1.4 | 2 | 2024 | OccFusion: Rendering Occluded Humans with Generative Diffusion Priors · NeurIPS 2024 Rendering Humans from Object-Occluded Monocular Videos · ICCV 2023 |
Machine learning › Generative modeling
diffusion model |
0.8 | 1 | 2024 | OccFusion: Rendering Occluded Humans with Generative Diffusion Priors · NeurIPS 2024 |
Computer vision › 3D vision
neural rendering |
0.8 | 1 | 2024 | OccFusion: Rendering Occluded Humans with Generative Diffusion Priors · NeurIPS 2024 |
Machine learning › Generative modeling › diffusion model
score distillation sampling |
0.8 | 1 | 2024 | OccFusion: Rendering Occluded Humans with Generative Diffusion Priors · NeurIPS 2024 |
Computer vision › 3D vision
3d human reconstruction |
0.7 | 1 | 2023 | Rendering Humans from Object-Occluded Monocular Videos · ICCV 2023 |
Rendering
neural radiance fields |
0.7 | 1 | 2023 | Rendering Humans from Object-Occluded Monocular Videos · ICCV 2023 |
Rendering
neural rendering |
0.7 | 1 | 2023 | Rendering Humans from Object-Occluded Monocular Videos · ICCV 2023 |
Computer vision › 3D vision › neural rendering
3d gaussian splatting |
0.2 | 1 | 2024 | OccFusion: Rendering Occluded Humans with Generative Diffusion Priors · NeurIPS 2024 |
Geometric modeling and processing
surface reconstruction |
0.2 | 1 | 2023 | Rendering Humans from Object-Occluded Monocular Videos · ICCV 2023 |
Methods — techniques the papers use, named apart from their topics
volume rendering · 1.3neural radiance field · 1.3score distillation sampling · 0.8in-context inpainting · 0.83d gaussian splatting · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | OccFusion: Rendering Occluded Humans with Generative Diffusion PriorsabstractExisting human rendering methods require every part of the human to be fully visible throughout the input video. However, this assumption does not hold in real-life settings where obstructions are common, resulting in only partial visibility of the human. Considering this, we present OccFusion, an approach that utilizes efficient 3D Gaussian splatting supervised by pretrained 2D diffusion models for efficient and high-fidelity human rendering. We propose a pipeline consisting of three stages. In the Initialization stage, complete human masks are generated from partial visibility masks. In the Optimization stage, 3D human Gaussians are optimized with additional supervisions by Score-Distillation Sampling (SDS) to create a complete geometry of the human. Finally, in the Refinement stage, in-context inpainting is designed to further improve rendering quality on the less observed human body parts. We evaluate OccFusion on ZJU-MoCap and challenging OcMotion sequences and found that it achieves state-of-the-art performance in the rendering of occluded humans. Adam Sun, Tiange Xiang, Scott L. Delp, Li Fei-Fei 0001, Ehsan Adeli-Mosabbeb |
NeurIPS | 1 |
| 2023 | Rendering Humans from Object-Occluded Monocular Videosabstract3D understanding and rendering of moving humans from monocular videos is a challenging task. Despite recent progress, the task remains difficult in real-world scenarios, where obstacles may block the camera view and cause partial occlusions in the captured videos. Existing methods cannot handle such defects due to two reasons. First, the standard rendering strategy relies on point-point mapping, which could lead to dramatic disparities between the visible and occluded areas of the body. Second, the naive direct regression approach does not consider any feasibility criteria (i.e., prior information) for rendering under occlusions. To tackle the above drawbacks, we present OccNeRF, a neural rendering method that achieves better rendering of humans in severely occluded scenes. As direct solutions to the two drawbacks, we propose surface-based rendering by integrating geometry and visibility priors. We validate our method on both simulated and real-world occlusions and demonstrate our method’s superiority. Project page: https://cs.stanford.edu/~xtiange/projects/occnerf/ Tiange Xiang, Adam Sun, Jiajun Wu 0001, Ehsan Adeli-Mosabbeb, Li Fei-Fei 0001 |
ICCV | 2 |