VLDB 2026 Research / reviewers in the wild / expert
Yu Guo 0007
dblp:53/382-7
· DBLP profile ↗
10ranked-venue papers
3as first author
7since 2021 · last 2026
0000-0002-3420-6619ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 8 · 3 first-author · 5 since 2021Artificial intelligence and machine learning · 3 · 3 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Inverse Rendering for High-Genus Surface Meshes from Multi-View ImagesabstractWe present a topology-informed inverse rendering approach for reconstructing high-genus surface meshes from multi-view images. Compared to 3D representations like voxels and point clouds, mesh-based representations are preferred as they enable the application of differential geometry theory and are optimized for modern graphics pipelines. However, existing inverse rendering methods often fail catastrophically on high-genus surfaces, leading to the loss of key topological features, and tend to oversmooth low-genus surfaces, resulting in the loss of surface details. This failure stems from their overreliance on Adambased optimizers, which can lead to vanishing and exploding gradients. To overcome these challenges, we introduce an adaptive V-cycle remeshing scheme in conjunction with a re-parametrized Adam optimizer to enhance topological and geometric awareness. By periodically coarsening and refining the deforming mesh, our method informs mesh vertices of their current topology and geometry before optimization, mitigating gradient issues while preserving essential topological features. Additionally, we enforce topological consistency by constructing topological primitives with genus numbers that match those of ground truth using Gauss-Bonnet theorem. Experimental results demonstrate that our inverse rendering approach outperforms the current state-of-the-art method, achieving significant improvements in Chamfer Distance and Volume IoU, particularly for high-genus surfaces, while also enhancing surface details for low-genus surfaces. Xiang Gao 0045, Xinmu Wang, Jiazhi Li 0001, Jingyu Shi, Yu Guo 0007, Xiyun Song, Hong Heather Yu, Zongfang Lin, Xianfeng Gu |
3DV | 7 |
| 2026 | Neural Geometry Image-Based Representations with Optimal Transport (OT)abstractNeural representations for 3D meshes are emerging as an effective solution for compact storage and efficient processing. Existing methods often rely on neural overfitting, where a coarse mesh is stored and progressively refined through multiple decoder networks. While this can restore high-quality surfaces, it is computationally expensive due to successive decoding passes and the irregular structure of mesh data. In contrast, images have a regular structure that enables powerful super-resolution and restoration frameworks, but applying these advantages to meshes is difficult because their irregular connectivity demands complex encoder–decoder architectures. Our key insight is that a geometry image–based representation transforms irregular meshes into a regular image grid, making efficient image-based neural processing directly applicable. Building on this idea, we introduce our neural geometry image–based representation, which is decoder-free, storage-efficient, and naturally suited for neural processing. It stores a low-resolution geometry-image mipmap of the surface, from which high-quality meshes are restored in a single forward pass. To construct geometry images, we leverage Optimal Transport (OT), which resolves oversampling in flat regions and undersampling in feature-rich regions, and enables continuous levels of detail (LoD) through geometry-image mipmapping. Experimental results demonstrate state-of-the-art storage efficiency and restoration accuracy, measured by compression ratio (CR), Chamfer distance (CD), and Hausdorff distance (HD). Xiang Gao 0045, Jiazhi Li 0001, Xinmu Wang, Yu Guo 0007, Xiyun Song, Hong Heather Yu, Zhiqiang Lao, Xianfeng Gu |
WACV | 6 |
| 2026 | Snapshot 3D Gaussian Splatting for Miniature ScenesabstractWe present a snapshot imaging technique for recovering 3D surrounding views of miniature scenes. Due to their intricacy, miniature scenes with objects sized in millimeters are difficult to reconstruct. Yet miniatures are common in life and their 3D digitalization is desirable. We design a catadioptric imaging system with a single camera and multiple pairs of planar mirrors for snapshot 3D reconstruction of miniature scenes from a dollhouse perspective. We first present an in-depth analysis on how to configure catadioptric imaging systems that use a pair of planar mirrors. We derive mirror parameters (e.g., orientation and position) by solving a viewpoint mapping problem, which aims to determine viable mirror configuration that is able to provide reflection image from a desired viewpoint. By applying the design principle, We show a full-surround snapshot catadioptric imaging system built with eight pairs of planar mirrors. Specifically, we place the mirror pairs on nested pyramid surfaces with different angles for capturing surrounding multi-view images in a single shot. This would allow 3D reconstruction of dynamic scenes. Our mirror design is customizable based on the size of the scene for optimized view coverage. We use the 3D Gaussian Splatting (3DGS) representation for scene reconstruction and novel view synthesis. We overcome the challenge posed by our sparse view input by integrating visual hull-derived depth constraint. We perform experiments on rendered synthetic images and real images of a variety of miniature scenes that are captured by our custom-built imaging system. Experimental results demonstrate that our method outperforms state-of-the-art sparse-view and calibration-free 3DGS methods. We also show novel view synthesis results on dynamic miniature scenes (e.g., a live, moving insect). Yufan Zhang 0001, Yu Ji 0001, Yu Guo 0007, Jinwei Ye |
IEEE Trans. Pattern Anal. Mach. Intell. | 3 |
| 2026 | Pixel Cube: Diffusion-based Portrait Video Relighting Through Realistic Lighting ReproductionabstractWe present a diffusion-based method for relighting dynamic portrait videos with photorealism and temporal consistency. Our method is fueled by a hybrid training dataset that consists of real-captured and rendered dynamic portrait videos with diverse subject appearances, facial motions, head poses, and known lighting conditions. Specifically, we construct an LED-based lighting system for realistic lighting emulation and high-speed video relighting data acquisition. By leveraging the image priors embedded in pre-trained video diffusion models, and using per-frame high dynamic range (HDR) environment map as lighting control, we train a high-performance generative model for realistic and identity-preserving dynamic portrait video relighting. In addition to the environment map control, our model uses a synthesized background image to enable control on the camera's exposure level and color tone. Our model can produce temporally consistent relit portrait video that looks realistic and harmonious under a provided new environment and faithfully preserve the subject's expression and fine facial features, including skin tone, wrinkles, and facial hair. Our model generalizes well to unseen data, in terms of the subject appearance, motion, and lighting condition. We perform extensive experiments on relighting in-the-wild videos with various environment maps and demonstrate practical applications on portrait photography. Results show that our method achieves state-of-the-art performance in photorealism, lighting harmony, and temporal consistency. Our project page: https://yufanzhang82.github.io/PixelCube/. Yufan Zhang 0001, Yu Ji 0001, Ayo Ajiboye, Rundi Wu, Yu Guo 0007, Changxi Zheng, Jinwei Ye |
ACM Trans. Graph. | 5 |
| 2025 | Seeing A 3D World in A Grain of SandabstractWe present a snapshot imaging technique for recovering 3D surrounding views of miniature scenes. Due to their intricacy, miniature scenes with objects sized in millimeters are difficult to reconstruct, yet miniatures are common in life and their 3D digitalization is desirable. We design a catadioptric imaging system with a single camera and eight pairs of planar mirrors for snapshot 3D reconstruction from a dollhouse perspective. We place paired mirrors on nested pyramid surfaces for capturing surrounding multi-view images in a single shot. Our mirror design is customizable based on the size of the scene for optimized view coverage. We use the 3D Gaussian Splatting (3DGS) representation for scene reconstruction and novel view synthesis. We over-come the challenge posed by our sparse view input by integrating visual hull-derived depth constraint. Our method demonstrates state-of-the-art performance on a variety of synthetic and real miniature scenes. Yufan Zhang 0001, Yu Ji 0001, Yu Guo 0007, Jinwei Ye |
CVPR | 3 |
| 2025 | Textureless Deformable Object Tracking With Invisible MarkersabstractTracking and reconstructing deformable objects with little texture is challenging due to the lack of features. Here we introduce "invisible markers" for accurate and robust correspondence matching and tracking. Our markers are visible only under ultraviolet (UV) light. We build a novel imaging system for capturing videos of deformed objects under their original untouched appearance (which may have little texture) and, simultaneously, with our markers. We develop an algorithm that first establishes accurate correspondences using video frames with markers, and then transfers them to the untouched views as ground-truth labels. In this way, we are able to generate high-quality labeled data for training learning-based algorithms. We contribute a large real-world dataset, DOT, for tracking deformable objects with little or no texture. Our dataset has about one million video frames of various types of deformable objects. We provide ground truth tracked correspondences in both 2D and 3D. We benchmark state-of-the-art methods on optical flow and deformable object reconstruction using our dataset, which poses great challenges. By training on DOT, their performance significantly improves, not only on our dataset, but also on other unseen data. Yu Guo 0007, Yubei Tu, Yu Ji 0001, Jinwei Ye, Changxi Zheng |
IEEE Trans. Pattern Anal. Mach. Intell. | 2 |
| 2022 | Woven Fabric Capture from a Single PhotoabstractDigitally reproducing the appearance of woven fabrics is important in many applications of realistic rendering, from interior scenes to virtual characters. However, designing realistic shading models and capturing real fabric samples are both challenging tasks. Previous work ranges from applying generic shading models not meant for fabrics, to data-driven approaches scanning fabrics requiring expensive setups and large data. In this paper, we propose a woven fabric material model and a parameter estimation approach for it. Our lightweight forward shading model treats yarns as bent and twisted cylinders, shading these using a microflake-based bidirectional reflectance distribution function (BRDF) model. We propose a simple fabric capture configuration, wrapping the fabric sample on a cylinder of known radius and capturing a single image under known camera and light positions. Our inverse rendering pipeline consists of a neural network to estimate initial fabric parameters and an optimization based on differentiable rendering to refine the results. Our fabric parameter estimation achieves high-quality recovery of measured woven fabric samples, which can be used for efficient rendering and further edited. Wenhua Jin, Beibei Wang 0002, Milos Hasan, Yu Guo 0007, Steve Marschner, Lingqi Yan 0001 |
SIGGRAPH Asia | 4 |
| 2020 | A Bayesian Inference Framework for Procedural Material Parameter EstimationabstractAbstract Procedural material models have been gaining traction in many applications thanks to their flexibility, compactness, and easy editability. We explore the inverse rendering problem of procedural material parameter estimation from photographs, presenting a unified view of the problem in a Bayesian framework. In addition to computing point estimates of the parameters by optimization, our framework uses a Markov Chain Monte Carlo approach to sample the space of plausible material parameters, providing a collection of plausible matches that a user can choose from, and efficiently handling both discrete and continuous model parameters. To demonstrate the effectiveness of our framework, we fit procedural models of a range of materials—wall plaster, leather, wood, anisotropic brushed metals and layered metallic paints—to both synthetic and real target images. Yu Guo 0007, Milos Hasan, Lingqi Yan 0001 |
Comput. Graph. Forum | 1 |
| 2020 | MaterialGAN: reflectance capture using a generative SVBRDF modelabstractWe address the problem of reconstructing spatially-varying BRDFs from a small set of image measurements. This is a fundamentally under-constrained problem, and previous work has relied on using various regularization priors or on capturing many images to produce plausible results. In this work, we present MaterialGAN , a deep generative convolutional network based on StyleGAN2, trained to synthesize realistic SVBRDF parameter maps. We show that MaterialGAN can be used as a powerful material prior in an inverse rendering framework: we optimize in its latent representation to generate material maps that match the appearance of the captured images when rendered. We demonstrate this framework on the task of reconstructing SVBRDFs from images captured under flash illumination using a hand-held mobile phone. Our method succeeds in producing plausible material maps that accurately reproduce the target images, and outperforms previous state-of-the-art material capture methods in evaluations on both synthetic and real data. Furthermore, our GAN-based latent space allows for high-level semantic material editing operations such as generating material variations and material morphing. Yu Guo 0007, Cameron Smith, Milos Hasan, Kalyan Sunkavalli |
ACM Trans. Graph. | 1 |
| 2018 | Position-free monte carlo simulation for arbitrary layered BSDFsabstractReal-world materials are often layered: metallic paints, biological tissues, and many more. Variation in the interface and volumetric scattering properties of the layers leads to a rich diversity of material appearances from anisotropic highlights to complex textures and relief patterns. However, simulating light-layer interactions is a challenging problem. Past analytical or numerical solutions either introduce several approximations and limitations, or rely on expensive operations on discretized BSDFs, preventing the ability to freely vary the layer properties spatially. We introduce a new unbiased layered BSDF model based on Monte Carlo simulation, whose only assumption is the layer assumption itself. Our novel position-free path formulation is fundamentally more powerful at constructing light transport paths than generic light transport algorithms applied to the special case of flat layers, since it is based on a product of solid angle instead of area measures, so does not contain the high-variance geometry terms needed in the standard formulation. We introduce two techniques for sampling the position-free path integral, a forward path tracer with next-event estimation and a full bidirectional estimator. We show a number of examples, featuring multiple layers with surface and volumetric scattering, surface and phase function anisotropy, and spatial variation in all parameters. Yu Guo 0007, Milos Hasan |
ACM Trans. Graph. | 1 |