Delin Qu

dblp:73/2731 · DBLP profile ↗
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12ranked-venue papers
5as first author
12since 2021 · last 2026
—ORCID · conflict

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

Artificial intelligence and machine learning · 12 · 5 first-author · 12 since 2021Graphics, computer vision, multimedia, augmented reality and games · 7 · 2 first-author · 7 since 2021
YearPublicationVenuePosition
2026 FreeGaussian: Annotation-free Control of Articulated Objects via 3D Gaussian Splats with Flow Derivatives
abstract
Reconstructing controllable Gaussian splats for articulated objects from monocular video is especially challenging due to its inherently insufficient constraints. Existing methods address this by relying on dense masks and manually defined control signals, limiting their real-world applications. In this paper, we propose an annotation-free method, FreeGaussian, which mathematically disentangles camera egomotion and articulated movements via flow derivatives. By establishing a connection between 2D flows and 3D Gaussian dynamic flow, our method enables optimization and continuity of dynamic Gaussian motions from flow priors without any control signals. Furthermore, we introduce a 3D spherical vector controlling scheme, which represents the state as a 3D Gaussian trajectory, thereby eliminating the need for complex 1D control signal calculations and simplifying controllable Gaussian modeling. Extensive experiments on articulated objects demonstrate the state-of-the-art visual performance and precise, part-aware controllability of our method.
Delin Qu, Junli Liu, Haoming Song, Dong Wang 0028, Yuan Yuan 0001, Bin Zhao 0001
AAAI2
2026 CARE-YOLOPose: a structure-aware framework for robust dump truck bed keypoint and edge detection under adverse industrial conditions
Delin Qu, Jing Jin 0003, Yi Liu 0096, Fujiang Yu, Jieru Zhang
Expert Syst. Appl.1
2025 Learning 2D Invariant Affordance Knowledge for 3D Affordance Grounding
abstract
3D Object Affordance Grounding aims to predict the functional regions on a 3D object and has laid the foundation for a wide range of applications in robotics. Recent advances tackle this problem via learning a mapping between 3D regions and a single human-object interaction image. However, the geometric structure of the 3D object and the object in the human-object interaction image are not always consistent, leading to poor generalization. To address this issue, we propose to learn generalizable invariant affordance knowledge from multiple human-object interaction images within the same affordance category. Specifically, we introduce the Multi-Image Guided Invariant-Feature-Aware 3D Affordance Grounding (MIFAG) framework. It grounds 3D object affordance regions by identifying common interaction patterns across multiple human-object interaction images. First, the Invariant Affordance Knowledge Extraction Module (IAM) utilizes an iterative updating strategy to gradually extract aligned affordance knowledge from multiple images and integrate it into an affordance dictionary. Then, the Affordance Dictionary Adaptive Fusion Module (ADM) learns comprehensive point cloud representations that consider all affordance candidates in multiple images. Besides, the Multi-Image and Point Affordance (MIPA) benchmark is constructed and our method outperforms existing state-of-the-art methods on various experimental comparisons.
Xianqiang Gao 0001, Pingrui Zhang, Delin Qu, Dong Wang 0028, Zhigang Wang 0002, Yan Ding 0002, Bin Zhao 0001
AAAI3
2025 Think Small, Act Big: Primitive Prompt Learning for Lifelong Robot Manipulation
abstract
Building a lifelong robot that can effectively leverage prior knowledge for continuous skill acquisition remains significantly challenging. Despite the success of experience replay and parameter-efficient methods in alleviating catastrophic forgetting problem, naively applying these methods causes a failure to leverage the shared primitives between skills. To tackle these issues, we propose Primitive Prompt Learning (PPL), to achieve lifelong robot manipulation via reusable and extensible primitives. Within our two stage learning scheme, we first learn a set of primitive prompts to represent shared primitives through multi-skills pre-training stage, where motion-aware prompts are learned to capture semantic and motion shared primitives across different skills. Secondly, when acquiring new skills in lifelong span, new prompts are concatenated and optimized with frozen pretrained prompts, boosting the learning via knowledge transfer from old skills to new ones. For evaluation, we construct a large-scale skill dataset and conduct extensive experiments in both simulation and real-world tasks, demonstrating PPL’s superior performance over state-of-the-art methods.
Yuanqi Yao, Siao Liu, Haoming Song, Delin Qu, Yan Ding 0002, Bin Zhao 0001, Zhigang Wang 0002, Xuelong Li 0001, Dong Wang 0028
CVPR4
2025 Revisiting Multi-Agent World Modeling from a Diffusion-Inspired Perspective
abstract
World models have recently attracted growing interest in Multi-Agent Reinforcement Learning (MARL) due to their ability to improve sample efficiency for policy learning. However, accurately modeling environments in MARL is challenging due to the exponentially large joint action space and highly uncertain dynamics inherent in multi-agent systems. To address this, we reduce modeling complexity by shifting from jointly modeling the entire state-action transition dynamics to focusing on the state space alone at each timestep through sequential agent modeling. Specifically, our approach enables the model to progressively resolve uncertainty while capturing the structured dependencies among agents, providing a more accurate representation of how agents influence the state. Interestingly, this sequential revelation of agents' actions in a multi-agent system aligns with the reverse process in diffusion models—a class of powerful generative models known for their expressiveness and training stability compared to autoregressive or latent variable models. Leveraging this insight, we develop a flexible and robust world model for MARL using diffusion models. Our method, \textbf{D}iffusion-\textbf{I}nspired \textbf{M}ulti-\textbf{A}gent world model (DIMA), achieves state-of-the-art performance across multiple multi-agent control benchmarks, significantly outperforming prior world models in terms of final return and sample efficiency, including MAMuJoCo and Bi-DexHands. DIMA establishes a new paradigm for constructing multi-agent world models, advancing the frontier of MARL research. Codes are open-sourced at \url{https://github.com/breez3young/DIMA}.
Yang Zhang 0072, Jianing Ye, Delin Qu, Xiu Li 0001, Chongjie Zhang, Chenjia Bai
NeurIPS5
2025 Local-global transformer-based point cloud segmentation network for workpiece surface defect grinding
Qimin Zhang, Qiang Wang 0001, Delin Qu
Mach. Vis. Appl.5
2024 Implicit Event-RGBD Neural SLAM
abstract
Implicit neural SLAM has achieved remarkable progress recently. Nevertheless, existing methods face significant challenges in non-ideal scenarios, such as motion blur or lighting variation, which often leads to issues like convergence failures, localization drifts, and distorted mapping. To address these challenges, we propose EN-SLAM, the first event-RGBD implicit neural SLAM framework, which effectively leverages the high rate and high dynamic range advantages of event data for tracking and mapping. Specif-ically, EN-SLAM proposes a differentiable CRF (Camera Response Function) rendering technique to generate dis-tinct RGB and event camera data via a shared radiance field, which is optimized by learning a unified implicit representation with the captured event and RGBD supervision. Moreover, based on the temporal difference property of events, we propose a temporal aggregating optimization strategy for the event joint tracking and global bundle adjustment, capitalizing on the consecutive difference constraints of events, significantly enhancing tracking accuracy and robustness. Finally, we construct the simulated dataset DEV-Indoors and real captured dataset DEV-Reals containing 6 scenes, 17 sequences with practical motion blur and lighting changes for evaluations. Experimental results show that our method outperforms the SOTA methods in both tracking ATE and mapping ACC with a real-time 17 FPS in various challenging environments. Project page: https://delinqu.github.io/EN-SLAM.
Delin Qu, Chi Yan, Dong Wang 0028, Dan Xu 0002, Bin Zhao 0001, Xuelong Li 0001
CVPR1
2024 GS-SLAM: Dense Visual SLAM with 3D Gaussian Splatting
abstract
In this paper, we introduce GS-SLAM that first utilizes 3D Gaussian representation in the Simultaneous Localization and Mapping (SLAM) system. It facilitates a better bal-ance between efficiency and accuracy. Compared to recent SLAM methods employing neural implicit representations, our method utilizes a real-time differentiable splatting ren-dering pipeline that offers significant speedup to map opti-mization and RGB-D rendering. Specifically, we propose an adaptive expansion strategy that adds new or deletes noisy 3D Gaussians in order to efficiently reconstruct new observed scene geometry and improve the mapping of pre-viously observed areas. This strategy is essential to ex-tend 3D Gaussian representation to reconstruct the whole scene rather than synthesize a static object in existing meth-ods. Moreover, in the pose tracking process, an effective coarse-to-fine technique is designed to select reliable 3D Gaussian representations to optimize camera pose, resulting in runtime reduction and robust estimation. Our method achieves competitive performance compared with existing state-of-the-art real-time methods on the Replica, TUM-RGBD datasets. Project page: https://gs-slam.github.io/.
Chi Yan, Delin Qu, Dan Xu 0002, Bin Zhao 0001, Zhigang Wang 0002, Dong Wang 0028, Xuelong Li 0001
CVPR2
2024 LiveScene: Language Embedding Interactive Radiance Fields for Physical Scene Control and Rendering
abstract
This paper scales object-level reconstruction to complex scenes, advancing interactive scene reconstruction. We introduce two datasets, OmniSim and InterReal, featuring 28 scenes with multiple interactive objects. To tackle the challenge of inaccurate interactive motion recovery in complex scenes, we propose LiveScene, a scene-level language-embedded interactive radiance field that efficiently reconstructs and controls multiple objects. By decomposing the interactive scene into local deformable fields, LiveScene enables separate reconstruction of individual object motions, reducing memory consumption. Additionally, our interaction-aware language embedding localizes individual interactive objects, allowing for arbitrary control using natural language. Our approach demonstrates significant superiority in novel view synthesis, interactive scene control, and language grounding performance through extensive experiments. Project page: https://livescenes.github.io.
Delin Qu, Pingrui Zhang, Xianqiang Gao 0001, Bin Zhao 0001, Zhigang Wang 0002, Dong Wang 0028, Xuelong Li 0001
NeurIPS1
2023 Revisiting Rolling Shutter Bundle Adjustment: Toward Accurate and Fast Solution
abstract
We propose an accurate and fast bundle adjustment (BA) solution that estimates the 6-DoF pose with an independent RS model of the camera and the geometry of the environment based on measurements from a rolling shutter (RS) camera. This tackles the challenges in the existing works, namely, relying on high frame rate video as input, restrictive assumptions on camera motion and poor efficiency. To this end, we first verify the positive influence of the image point normalization to RSBA. Then we present a novel visual residual covariance model to standardize the reprojection error during RSBA, which consequently improves the overall accuracy. Besides, we demonstrate the combination of Normalization and covariance standardization Weighting in RSBA (NW-RSBA) can avoid common planar degeneracy without the need to constrain the filming manner. Finally, we propose an acceleration strategy for NW-RSBA based on the sparsity of its Jacobian matrix and Schur complement. The extensive synthetic and real data experiments verify the effectiveness and efficiency of the proposed solution over the state-of-the-art works.
Bangyan Liao, Delin Qu, Yifei Xue, Huiqing Zhang, Yizhen Lao
CVPR2
2023 Towards Nonlinear-Motion-Aware and Occlusion-Robust Rolling Shutter Correction
abstract
This paper addresses the problem of rolling shutter correction in complex nonlinear and dynamic scenes with extreme occlusion. Existing methods suffer from two main drawbacks. Firstly, they face challenges in estimating the accurate correction field due to the uniform velocity assumption, leading to significant image correction errors under complex motion. Secondly, the drastic occlusion in dynamic scenes prevents current solutions from achieving better image quality because of the inherent difficulties in aligning and aggregating multiple frames. To tackle these challenges, we model the curvilinear trajectory of pixels analytically and propose a geometry-based Quadratic Rolling Shutter (QRS) motion solver, which precisely estimates the high-order correction field of individual pixels. Besides, to reconstruct high-quality occlusion frames in dynamic scenes, we present a 3D video architecture that effectively Aligns and Aggregates multi-frame context, namely, RSA2-Net. We evaluate our method across a broad range of cameras and video sequences, demonstrating its significant superiority. Specifically, our method surpasses the state-of-the-art by +4.98, +0.77, and +4.33 of PSNR on CarlaRS, Fastec-RS, and BS-RSC datasets, respectively. Code is available at https://github.com/DelinQu/qrsc.
Delin Qu, Yizhen Lao, Zhigang Wang 0002, Dong Wang 0028, Bin Zhao 0001, Xuelong Li 0001
ICCV1
2023 Fast Rolling Shutter Correction in the Wild
abstract
This paper addresses the problem of rolling shutter correction (RSC) in uncalibrated videos. Existing works remove rolling shutter (RS) distortion by explicitly computing the camera motion and depth as intermediate products, followed by motion compensation. In contrast, we first show that each distorted pixel can be implicitly rectified back to the corresponding global shutter (GS) projection by rescaling its optical flow. Such a point-wise RSC is feasible with both perspective and non-perspective cases without the pre-knowledge of the camera used. Besides, it allows a pixel-wise varying direct RS correction (DRSC) framework that handles locally varying distortion caused by various sources, such as camera motion, moving objects, and even highly varying depth scenes. More importantly, our approach is an efficient CPU-based solution that enables undistorting RS videos in real-time (40fps for 480p). We evaluate our approach across a broad range of cameras and video sequences, including fast motion, dynamic scenes, and non-perspective lenses, demonstrating the superiority of our proposed approach over state-of-the-art methods in both effectiveness and efficiency. We also evaluated the ability of the RSC results to serve for downstream 3D analysis, such as visual odometry and structure-from-motion, which verifies preference for the output of our algorithm over other existing RSC methods.
Delin Qu, Bangyan Liao, Huiqing Zhang, Omar Ait-Aider, Yizhen Lao
IEEE Trans. Pattern Anal. Mach. Intell.1