Demo Data from VLDB 2026 / reviewers in the wild / expert
Thomas N. Guan
dblp:431/5057
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2026
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 1 · 1 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
1 paper |
3D vision · 100% | |
| Computer graphics and multimedia
1 paper |
Rendering · 100% |
Topics — the 4 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › 3D vision › novel view synthesis
dynamic view synthesis |
1.0 | 1 | 2026 | Edge Consistency for 4D Gaussian Splatting in Dynamic Scene Rendering · AAAI 2026 |
Computer vision › 3D vision
novel view synthesis |
1.0 | 1 | 2026 | Edge Consistency for 4D Gaussian Splatting in Dynamic Scene Rendering · AAAI 2026 |
Rendering › gaussian splatting
4d gaussian splatting |
1.0 | 1 | 2026 | Edge Consistency for 4D Gaussian Splatting in Dynamic Scene Rendering · AAAI 2026 |
Rendering › temporal rendering
dynamic scene rendering |
1.0 | 1 | 2026 | Edge Consistency for 4D Gaussian Splatting in Dynamic Scene Rendering · AAAI 2026 |
Methods — techniques the papers use, named apart from their topics
optical flow · 2.0edge consistency regularization · 2.0convex hull · 2.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Edge Consistency for 4D Gaussian Splatting in Dynamic Scene RenderingabstractExisting dynamic scene rendering methods often struggle to preserve sharp edges and maintain temporal consistency. To address these challenges, we introduce Edge 4D Gaussian Splatting (Edge4DGS), a real-time rendering framework that renders fine-grained geometry from sparse monocular inputs in dynamic scenes. Edge4DGS proposes a hybrid geometric representation that augments Gaussian primitives with convex hulls, enabling accurate modeling of hard surfaces and complex boundaries. To enhance spatial precision, we introduce edge consistency regularization leveraging optical flow, guiding Gaussian distributions to align with true object contours. To enforce temporal coherence, we extend the regularization from discrete time steps to continuous unit intervals, enabling accurate motion modeling and reducing flickering artifacts. A two-stage coarse-to-fine optimization further improves geometric fidelity while preserving computational efficiency. Extensive experiments on monocular and multi-view motion datasets demonstrate that Edge4DGS achieves real-time, high-resolution rendering and consistently surpasses state-of-the-art methods, reducing LPIPS by 56.25%. Boya Shi, Thomas N. Guan, Xiaodong Yi 0002 |
AAAI | 2 |