Demo Data from VLDB 2026 / reviewers in the wild / expert
Wangze Xu
dblp:382/2182
· DBLP profile ↗
5ranked-venue papers
3as first author
5since 2021 · last 2025
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 4 · 2 first-author · 4 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 3 first-author · 4 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
4 papers |
3D vision · 96% Representation and self-supervised learning · 4% | |
| Computer graphics and multimedia
3 papers |
Rendering · 72% Computer animation and physical simulation · 28% |
Topics — the 12 heaviest of 12, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › 3D vision
novel view synthesis |
1.5 | 2 | 2024 | Structure Consistent Gaussian Splatting with Matching Prior for Few-shot Novel View Synthesis · NeurIPS 2024 MVPGS: Excavating Multi-view Priors for Gaussian Splatting from Sparse Input Views · ECCV (47) 2024 |
Computer vision › 3D vision › human body modeling › 3d human modeling
3d avatar |
0.9 | 1 | 2025 | Sequential Gaussian Avatars with Hierarchical Motion Context · ICCV 2025 |
Computer vision › 3D vision › 3d human reconstruction
human avatar modeling |
0.9 | 1 | 2025 | Sequential Gaussian Avatars with Hierarchical Motion Context · ICCV 2025 |
Computer animation and physical simulation
motion synthesis |
0.9 | 1 | 2025 | Sequential Gaussian Avatars with Hierarchical Motion Context · ICCV 2025 |
Computer vision › 3D vision › neural rendering
3d gaussian splatting |
0.8 | 1 | 2024 | Structure Consistent Gaussian Splatting with Matching Prior for Few-shot Novel View Synthesis · NeurIPS 2024 |
Computer vision › 3D vision › novel view synthesis
sparse view synthesis |
0.8 | 1 | 2024 | Structure Consistent Gaussian Splatting with Matching Prior for Few-shot Novel View Synthesis · NeurIPS 2024 |
Rendering
gaussian splatting |
0.8 | 1 | 2024 | MVPGS: Excavating Multi-view Priors for Gaussian Splatting from Sparse Input Views · ECCV (47) 2024 |
Rendering
neural radiance fields |
0.8 | 1 | 2024 | Disentangled Generation and Aggregation for Robust Radiance Fields · ECCV (49) 2024 |
Rendering
neural rendering |
0.8 | 1 | 2024 | Disentangled Generation and Aggregation for Robust Radiance Fields · ECCV (49) 2024 |
Computer vision › 3D vision
3d human reconstruction |
0.3 | 1 | 2025 | Sequential Gaussian Avatars with Hierarchical Motion Context · ICCV 2025 |
Machine learning › Representation and self-supervised learning › latent space › latent space manipulation
disentangled generation |
0.2 | 1 | 2024 | Disentangled Generation and Aggregation for Robust Radiance Fields · ECCV (49) 2024 |
Computer vision › 3D vision
neural radiance field |
0.2 | 1 | 2024 | Structure Consistent Gaussian Splatting with Matching Prior for Few-shot Novel View Synthesis · NeurIPS 2024 |
Methods — techniques the papers use, named apart from their topics
gaussian splatting · 1.7multi-view priors · 1.5ray-based gaussian primitives · 0.8matching priors · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Sequential Gaussian Avatars with Hierarchical Motion Context
Wangze Xu, Yifan Zhan, Zhihang Zhong |
ICCV | 1 |
| 2024 | Disentangled Generation and Aggregation for Robust Radiance Fields
Shihe Shen, Huachen Gao, Wangze Xu, Luyang Tang, Kaiqiang Xiong, Jianbo Jiao, Ronggang Wang |
ECCV (49) | 3 |
| 2024 | MVPGS: Excavating Multi-view Priors for Gaussian Splatting from Sparse Input Views
Wangze Xu, Huachen Gao, Shihe Shen, Jianbo Jiao, Ronggang Wang |
ECCV (47) | 1 |
| 2024 | HDPNERF: Hybrid Depth Priors for Neural Radiance Fields from Sparse Input ViewsabstractNeural Radiance Field (NeRF) shows a high prospect in the task of novel view synthesis. However, performance degrades drastically under limited input views since NeRF heavily relies on a large number of images to fit the geometry in scenes. Recent efforts focus on introducing extra constraints to improve rendering results, but problems still exist due to the lack of enough geometric information about scenes. In this work, we present a novel combination of learning-based Multi-View Stereo (MVS) and Monocular Depth Estimation (MDE) depths for high-quality geometric priors. We retain view-consistent values in MVS depths by consistency filtration. Then we introduce an MVS-guided patch-wise transformation strategy for monocular depths to resolve ambiguities and match the scale of MVS depths. Finally, we complete filtered MVS depths with transformed monocular depths to generate view-consistent, complete, and smooth geometric priors. Experiments show that our approach achieves state-of-the-art results. Wangze Xu, Xinghao Pan, Ronggang Wang |
ICASSP | 1 |
| 2024 | Structure Consistent Gaussian Splatting with Matching Prior for Few-shot Novel View SynthesisabstractDespite the substantial progress of novel view synthesis, existing methods, either based on the Neural Radiance Fields (NeRF) or more recently 3D Gaussian Splatting (3DGS), suffer significant degradation when the input becomes sparse. Numerous efforts have been introduced to alleviate this problem, but they still struggle to synthesize satisfactory results efficiently, especially in the large scene. In this paper, we propose SCGaussian, a Structure Consistent Gaussian Splatting method using matching priors to learn 3D consistent scene structure. Considering the high interdependence of Gaussian attributes, we optimize the scene structure in two folds: rendering geometry and, more importantly, the position of Gaussian primitives, which is hard to be directly constrained in the vanilla 3DGS due to the non-structure property. To achieve this, we present a hybrid Gaussian representation. Besides the ordinary non-structure Gaussian primitives, our model also consists of ray-based Gaussian primitives that are bound to matching rays and whose optimization of their positions is restricted along the ray. Thus, we can utilize the matching correspondence to directly enforce the position of these Gaussian primitives to converge to the surface points where rays intersect. Extensive experiments on forward-facing, surrounding, and complex large scenes show the effectiveness of our approach with state-of-the-art performance and high efficiency. Code is available at https://github.com/prstrive/SCGaussian. Wangze Xu, Luyang Tang, Levio Leo, Jianbo Jiao, Ronggang Wang |
NeurIPS | 2 |