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Boxiang Rong

dblp:376/2741 · DBLP profile ↗
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3ranked-venue papers
1as first author
3since 2021 · last 2025
0000-0002-0653-4199ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author · 3 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 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.

Computer graphics and multimedia
2 papers
Rendering · 56% Computer animation and physical simulation · 23% Geometric modeling and processing · 21%

Topics — the 6 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
appearance modeling
0.912025
Chord: Chain of Rendering Decomposition for PBR Material Estimation from Generated Texture Images · SIGGRAPH Asia 2025
Computer animation and physical simulation › physically-based modeling › material modeling
material generation
0.912025
Chord: Chain of Rendering Decomposition for PBR Material Estimation from Generated Texture Images · SIGGRAPH Asia 2025
Rendering › appearance acquisition
PBR material estimation
0.912025
Chord: Chain of Rendering Decomposition for PBR Material Estimation from Generated Texture Images · SIGGRAPH Asia 2025
Rendering › appearance acquisition › material acquisition
SVBRDF estimation
0.912025
Chord: Chain of Rendering Decomposition for PBR Material Estimation from Generated Texture Images · SIGGRAPH Asia 2025
Computer animation and physical simulation
cloth simulation
0.212024
4D-DRESS: A 4D Dataset of Real-World Human Clothing with Semantic Annotations · CVPR 2024
Geometric modeling and processing › 3d reconstruction › 3d human reconstruction
garment reconstruction
0.212024
4D-DRESS: A 4D Dataset of Real-World Human Clothing with Semantic Annotations · CVPR 2024

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

image-conditional diffusion · 0.9diffusion model · 0.9chained decomposition · 0.9human-in-the-loop annotation · 0.8automation · 0.8
YearPublicationVenuePosition
2025 Gaussian Garments: Reconstructing Simulation-Ready Clothing with Photorealistic Appearance from Multi-View Video
abstract
We introduce Gaussian Garments, a novel approach for reconstructing realistic simulation-ready garment assets from multi-view videos. Our method represents garments with a combination of a 3D mesh and a Gaussian texture that encodes both the color and high-frequency surface details. This representation enables accurate registration of garment geometries to multi-view videos and helps disentangle albedo textures from lighting effects. Furthermore, we demonstrate how a pretrained graph neural network (GNN) can be fine-tuned to replicate the real behavior of each garment. The reconstructed Gaussian Garments can be automatically combined into multi-garment outfits and animated with the fine-tuned GNN.
Boxiang Rong, Artur Grigorev 0002, Wenbo Wang 0007, Michael J. Black, Bernhard Thomaszewski, Christina Tsalicoglou, Otmar Hilliges
3DV1
2025 Chord: Chain of Rendering Decomposition for PBR Material Estimation from Generated Texture Images
abstract
Material creation and reconstruction are crucial for appearance modeling but traditionally require significant time and expertise from artists. While recent methods leverage visual foundation models to synthesize PBR materials from user-provided inputs, they often fall short in quality, flexibility, and user control. We propose a novel two-stage generate-and-estimate framework for PBR material generation. In the generation stage, a fine-tuned diffusion model synthesizes shaded, tileable texture images aligned with user input. In the estimation stage, we introduce a chained decomposition scheme that sequentially predicts SVBRDF channels by passing previously extracted representation as input into a single-step image-conditional diffusion model. Our method is efficient, high quality, and enables flexible user control. We evaluate our approach against existing material generation and estimation methods, demonstrating superior performance. Our material estimation method shows strong robustness on both generated textures and in-the-wild photographs. Furthermore, we highlight the flexibility of our framework across diverse applications, including text-to-material, image-to-material, structure-guided generation, and material editing.
Zhi Ying, Boxiang Rong, Maoyuan Xu
SIGGRAPH Asia2
2024 4D-DRESS: A 4D Dataset of Real-World Human Clothing with Semantic Annotations
abstract
The studies of human clothing for digital avatars have predominantly relied on synthetic datasets. While easy to collect, synthetic data often fall short in realism and fail to capture authentic clothing dynamics. Addressing this gap, we introduce 4D-DRESS, the first real-world 4D dataset advancing human clothing research with its high-quality 4D textured scans and garment meshes. 4D-DRESS captures 64 outfits in 520 human motion sequences, amounting to 78k textured scans. Creating a real-world clothing dataset is challenging, particularly in annotating and segmenting the extensive and complex 4D human scans. To address this, we develop a semi-automatic 4D human parsing pipeline. We efficiently combine a human-in-the-loop process with automation to accurately label 4D scans in diverse garments and body movements. Leveraging precise annotations and high-quality garment meshes, we establish several benchmarks for clothing simulation and reconstruction. 4D-DRESS offers realistic and challenging data that complements synthetic sources, paving the way for advancements in research of lifelike human clothing.
Wenbo Wang 0007, Hsuan-I Ho, Boxiang Rong, Artur Grigorev 0002, Jie Song 0006, Juan Jose Zarate, Otmar Hilliges
CVPR4