Tong Wu 0009

dblp:75/5056-9 · DBLP profile ↗
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15ranked-venue papers
6as first author
11since 2021 · last 2026
0000-0001-9974-3821ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 9 · 1 first-author · 7 since 2021Artificial intelligence and machine learning · 4 · 3 first-author · 4 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 1 since 2021Databases, data management, data science and information retrieval · 1 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
YearPublicationVenuePosition
2026 ROS-GS: Relightable Outdoor Scenes With Gaussian Splatting
abstract
Image data captured outdoors often exhibit unbounded scenes and unconstrained, varying lighting conditions, making it challenging to decompose them into geometry, reflectance, and illumination. Recent works have focused on achieving this decomposition using Neural Radiance Fields (NeRF) or the 3D Gaussian Splatting (3DGS) representation but remain hindered by two key limitations: the high computational overhead associated with neural networks of NeRF and the use of low-frequency lighting representations, which often result in inefficient rendering and suboptimal relighting accuracy. We propose ROS-GS, a two-stage pipeline designed to efficiently reconstruct relightable outdoor scenes using the Gaussian Splatting representation. By leveraging monocular normal priors, ROS-GS first reconstructs the scene's geometry with the compact 2D Gaussian Splatting (2DGS) representation, providing an efficient and accurate geometric foundation. Building upon this reconstructed geometry, ROS-GS then decomposes the scene's texture and lighting through a hybrid lighting model. This model effectively represents typical outdoor lighting by employing a spherical Gaussian function to capture the directional, high-frequency components of sunlight, while learning a radiance transfer function via Spherical Harmonic coefficients to model the remaining low-frequency skylight comprehensively. Both quantitative metrics and qualitative comparisons demonstrate that ROS-GS achieves state-of-the-art performance in relighting outdoor scenes and highlight its ability to deliver superior relighting accuracy and rendering efficiency.
Lianjun Liao, Tong Wu 0009, Henglei Lv, Bailin Deng, Lin Gao 0004
IEEE Trans. Vis. Comput. Graph.3
2025 VD-NeRF: Visibility-Aware Decoupled Neural Radiance Fields for View-Consistent Editing and High-Frequency Relighting
abstract
Neural Radiance Fields (NeRFs) have shown promising results in novel view synthesis. While achieving state-of-the-art rendering results, NeRF usually encodes all properties related to geometry and appearance of the scene together into several MLP (Multi-Layer Perceptron) networks, which hinders downstream manipulation of geometry, appearance and illumination. Recently researchers made attempts to edit geometry, appearance and lighting for NeRF. However, they fail to render view-consistent results after editing the appearance of the input scene. Moreover, many approaches use Spherical Gaussian (SG) or Spherical Harmonic (SH) functions, or low-resolution environment maps to model lighting. These methods, however, struggle with high-frequency environmental relighting. While some approaches utilize high-resolution environment maps, the strategy of jointly optimizing geometry, material, and lighting introduces additional ambiguity. To solve the above problems, we propose VD-NeRF, a visibility-aware approach to decoupling view-independent appearance and view-dependent appearance in the scene with a hybrid lighting representation. Specifically, we first train a signed distance function to reconstruct an explicit mesh for the input scene. Then a decoupled NeRF learns to attach view-independent appearance to the reconstructed mesh by defining learnable disentangled features representing geometry and view-independent appearance on its vertices. For lighting, we approximate it with an explicit learnable environment map and an implicit lighting network to support both low-frequency and high-frequency relighting. By modifying the view-independent appearance, rendered results are consistent across different viewpoints. Our method also supports high-frequency environmental relighting by replacing the explicit environment map with a novel one and fitting the implicit lighting network to the novel environment map. We further take visibility into consideration when rendering and decoupling the input 3D scene, which improves the quality of decomposition and relighting results and also enables more downstream applications such as scene composition where occlusions between scenes are common. Extensive experiments show that our method achieves better editing and relighting performance both quantitatively and qualitatively compared to previous methods.
Tong Wu 0009, Jia-Mu Sun, Yukun Lai, Lin Gao 0004
IEEE Trans. Pattern Anal. Mach. Intell.1
2025 DeferredGS: Decoupled and Relightable Gaussian Splatting With Deferred Shading
abstract
Reconstructing and editing 3D objects and scenes both play crucial roles in computer graphics and computer vision. Neural radiance fields (NeRFs) can achieve realistic reconstruction and editing results but suffer from inefficiency in rendering. Gaussian splatting significantly accelerates rendering by rasterizing Gaussian ellipsoids. However, Gaussian splatting utilizes a single Spherical Harmonic (SH) function to model both texture and lighting, limiting independent editing capabilities of these components. Recently, attempts have been made to decouple texture and lighting with the Gaussian splatting representation but may fail to produce plausible geometry and decomposition results on reflective scenes. Additionally, the forward shading technique they employ introduces noticeable blending artifacts during relighting, as the geometry attributes of Gaussians are optimized under the original illumination and may not be suitable for novel lighting conditions. To address these issues, we introduce DeferredGS, a method for decoupling and relighting the Gaussian splatting representation using deferred shading. To achieve successful decoupling, we model the illumination with a learnable environment map and define additional attributes such as texture parameters and normal direction on Gaussians, where the normal is distilled from a jointly trained signed distance function. More importantly, we apply deferred shading, resulting in more realistic relighting effects compared to previous methods. Both qualitative and quantitative experiments demonstrate the superior performance of DeferredGSin novel view synthesis and relighting tasks.
Tong Wu 0009, Jia-Mu Sun, Yukun Lai, Yuewen Ma, Leif Kobbelt, Lin Gao 0004
IEEE Trans. Pattern Anal. Mach. Intell.1
2024 Retargeting Visual Data with Deformation Fields
Tim Elsner, Julia Berger 0002, Tong Wu 0009, Victor Czech, Lin Gao 0004, Leif Kobbelt
ECCV (54)3
2024 Recent advances in 3D Gaussian splatting
abstract
The emergence of 3D Gaussian splatting (3DGS) has greatly accelerated rendering in novel view synthesis. Unlike neural implicit representations like neural radiance fields (NeRFs) that represent a 3D scene with position and viewpoint-conditioned neural networks, 3D Gaussian splatting utilizes a set of Gaussian ellipsoids to model the scene so that efficient rendering can be accomplished by rasterizing Gaussian ellipsoids into images. Apart from fast rendering, the explicit representation of 3D Gaussian splatting also facilitates downstream tasks like dynamic reconstruction, geometry editing, and physical simulation. Considering the rapid changes and growing number of works in this field, we present a literature review of recent 3D Gaussian splatting methods, which can be roughly classified by functionality into 3D reconstruction, 3D editing, and other downstream applications. Traditional point-based rendering methods and the rendering formulation of 3D Gaussian splatting are also covered to aid understanding of this technique. This survey aims to help beginners to quickly get started in this field and to provide experienced researchers with a comprehensive overview, aiming to stimulate future development of the 3D Gaussian splatting representation.
Tong Wu 0009, Yu-Jie Yuan, Ling-Xiao Zhang, Jie Yang 0038, Yan-Pei Cao 0001, Lingqi Yan 0001, Lin Gao 0004
Comput. Vis. Media1
2024 NU-NeRF: Neural Reconstruction of Nested Transparent Objects with Uncontrolled Capture Environment
abstract
The geometry reconstruction of transparent objects is a challenging problem due to the highly noncontinuous and rapidly changing surface color caused by refraction. Existing methods rely on special capture devices, dedicated backgrounds, or ground-truth object masks to provide more priors and reduce the ambiguity of the problem. However, it is hard to apply methods with these special requirements to real-life reconstruction tasks, like scenes captured in the wild using mobile devices. Moreover, these methods can only cope with solid and homogeneous materials, greatly limiting the scope of the application. To solve the problems above, we propose NU-NeRF to reconstruct nested transparent objects without requiring a dedicated capture environment or additional input. NU-NeRF is built upon a neural signed distance field formulation and leverages neural rendering techniques. It consists of two main stages. In Stage I, the surface color is separated into reflection and refraction. The reflection is decomposed using physically based material and rendering. The refraction is modeled using a single MLP given the refraction and view directions, which is a simple yet effective solution of refraction modeling. This step produces high-fidelity geometry of the outer surface. In stage II, we use explicit ray tracing on the reconstructed outer surface for accurate light transport simulation. The surface reconstruction is executed again inside the outer geometry to obtain any inner surface geometry. In this process, a novel transparent interface formulation is used to cope with different types of transparent surfaces. Experiments conducted on synthetic scenes and real captured scenes show that NU-NeRF is capable of producing better reconstruction results than previous methods and achieves accurate nested surface reconstruction under an uncontrolled capture environment.
Jia-Mu Sun, Tong Wu 0009, Lingqi Yan 0001, Lin Gao 0004
ACM Trans. Graph.2
2024 AvatarWild: Fully controllable head avatars in the wild
abstract
Recent advancements in the field have resulted in significant progress in achieving realistic head reconstruction and manipulation using neural radiance fields (NeRF). Despite these advances, capturing intricate facial details remains a persistent challenge. Moreover, casually captured input, involving both head poses and camera movements, introduces additional difficulties to existing methods of head avatar reconstruction. To address the challenge posed by video data captured with camera motion, we propose a novel method, AvatarWild, for reconstructing head avatars from monocular videos taken by consumer devices. Notably, our approach decouples the camera pose and head pose, allowing reconstructed avatars to be visualized with different poses and expressions from novel viewpoints. To enhance the visual quality of the reconstructed facial avatar, we introduce a view-dependent detail enhancement module designed to augment local facial details without compromising viewpoint consistency. Our method demonstrates superior performance compared to existing approaches, as evidenced by reconstruction and animation results on both multi-view and single-view datasets. Remarkably, our approach stands out by exclusively relying on video data captured by portable devices, such as smartphones. This not only underscores the practicality of our method but also extends its applicability to real-world scenarios where accessibility and ease of data capture are crucial.
Shaoxu Meng, Tong Wu 0009, Yuewen Ma, Wenbo Hu 0002, Lin Gao 0004
Vis. Informatics2
2023 SOL-NeRF: Sunlight Modeling for Outdoor Scene Decomposition and Relighting
abstract
Outdoor scenes often involve large-scale geometry and complex unknown lighting conditions, making it difficult to decompose them into geometry, reflectance and illumination. Recently researchers made attempts to decompose outdoor scenes using Neural Radiance Fields (NeRF) and learning-based lighting and shadow representations. However, diverse lighting conditions and shadows in outdoor scenes are challenging for learning-based models. Moreover, existing methods may produce rough geometry and normal reconstruction and introduce notable shading artifacts when the scene is rendered under a novel illumination. To solve the above problems, we propose SOL-NeRF to decompose outdoor scenes with the help of a hybrid lighting representation and a signed distance field geometry reconstruction. We use a single Spherical Gaussian (SG) lobe to approximate the sun lighting, and a first-order Spherical Harmonic (SH) mixture to resemble the sky lighting. This hybrid representation is specifically designed for outdoor settings, and compactly models the outdoor lighting, ensuring robustness and efficiency. The shadow of the direct sun lighting can be obtained by casting the ray against the mesh extracted from the signed distance field, and the remaining shadow can be approximated by Ambient Occlusion (AO). Additionally, sun lighting color prior and a relaxed Manhattan-world assumption can be further applied to boost decomposition and relighting performance. When changing the lighting condition, our method can produce consistent relighting results with correct shadow effects. Experiments conducted on our hybrid lighting scheme and the entire decomposition pipeline show that our method achieves better reconstruction, decomposition, and relighting performance compared to previous methods both quantitatively and qualitatively.
Jia-Mu Sun, Tong Wu 0009, Yongliang Yang 0002, Yukun Lai, Lin Gao 0004
SIGGRAPH Asia2
2023 STAR-TM: STructure Aware Reconstruction of Textured Mesh From Single Image
abstract
We present a novel method for single-view 3D reconstruction of textured meshes, with a focus to address the primary challenge surrounding texture inference and transfer. Our key observation is that learning textured reconstruction in a structure-aware and globally consistent manner is effective in handling the severe ill-posedness of the texturing problem and significant variations in object pose and texture details. Specifically, we perform structured mesh reconstruction, via a retrieval-and-assembly approach, to produce a set of genus-zero parts parameterized by deformable boxes and endowed with semantic information. For texturing, we first transfer visible colors from the input image onto the unified UV texture space of the deformable boxes. Then we combine a learned transformer model for per-part texture completion with a global consistency loss to optimize inter-part texture consistency. Our texture completion model operates in a VQ-VAE embedding space and is trained end-to-end, with the transformer training enhanced with retrieved texture instances to improve texture completion performance amid significant occlusion. Extensive experiments demonstrate higher-quality textured mesh reconstruction obtained by our method over state-of-the-art alternatives, both quantitatively and qualitatively, as reflected by a better recovery of texture coherence and details.
Tong Wu 0009, Lin Gao 0004, Ling-Xiao Zhang, Yukun Lai, Hao (Richard) Zhang
IEEE Trans. Pattern Anal. Mach. Intell.1
2021 A Revisit of Shape Editing Techniques: From the Geometric to the Neural Viewpoint
Yu-Jie Yuan, Yukun Lai, Tong Wu 0009, Lin Gao 0004, Ligang Liu 0001
J. Comput. Sci. Technol.3
2021 TM-NET: deep generative networks for textured meshes
abstract
We introduce TM-NET, a novel deep generative model for synthesizing textured meshes in a part-aware manner. Once trained, the network can generate novel textured meshes from scratch or predict textures for a given 3D mesh, without image guidance. Plausible and diverse textures can be generated for the same mesh part, while texture compatibility between parts in the same shape is achieved via conditional generation. Specifically, our method produces texture maps for individual shape parts, each as a deformable box, leading to a natural UV map with limited distortion. The network separately embeds part geometry (via a PartVAE) and part texture (via a TextureVAE) into their respective latent spaces, so as to facilitate learning texture probability distributions conditioned on geometry. We introduce a conditional autoregressive model for texture generation, which can be conditioned on both part geometry and textures already generated for other parts to achieve texture compatibility. To produce high-frequency texture details, our TextureVAE operates in a high-dimensional latent space via dictionary-based vector quantization. We also exploit transparencies in the texture as an effective means to model complex shape structures including topological details. Extensive experiments demonstrate the plausibility, quality, and diversity of the textures and geometries generated by our network, while avoiding inconsistency issues that are common to novel view synthesis methods.
Lin Gao 0004, Tong Wu 0009, Yu-Jie Yuan, Ming-Xian Lin, Yukun Lai, Hao (Richard) Zhang
ACM Trans. Graph.2
2020 A Mobile Cloud Collaboration Fall Detection System Based on Ensemble Learning
abstract
Falls are one of the major causes of accidental or unintentional injury death worldwide. Therefore, this paper proposes a reliable fall detection algorithm and a mobile cloud collaboration system for fall detection. The algorithm is an ensemble learning method based on decision tree, named Fall-detection Ensemble Decision Tree (FEDT). The mobile cloud collaboration system is composed of three stages: 1) mobile stage: a light-weighted threshold method is used to filter out activities of daily livings (ADLs), 2) collaboration stage: TCP protocol is used to transmit data to cloud and meanwhile features are extracted in the cloud, 3) cloud stage: the model trained by FEDT is deployed to give the final detection result with the extracted features. Experiments show that the proposed FEDT outperforms the others' over 1-3% both on sensitivity and specificity and has superior robustness on different devices.
Tong Wu 0009, Yang Gu 0001, Yiqiang Chen 0001
ASSETS1
2020 Multi-Layer Cross Loss Model for Zero-Shot Human Activity Recognition
Tong Wu 0009, Yiqiang Chen 0001, Yang Gu 0001, Zhanghu Zhechen
PAKDD (1)1
2019 Data-driven weight optimization for real-time mesh deformation
Yu-Jie Yuan, Yukun Lai, Tong Wu 0009, Shihong Xia, Lin Gao 0004
Graph. Model.3
2019 SDM-NET: deep generative network for structured deformable mesh
abstract
We introduce SDM-NET, a deep generative neural network which produces structured deformable meshes. Specifically, the network is trained to generate a spatial arrangement of closed, deformable mesh parts, which respects the global part structure of a shape collection, e.g., chairs, airplanes, etc. Our key observation is that while the overall structure of a 3D shape can be complex, the shape can usually be decomposed into a set of parts, each homeomorphic to a box, and the finer-scale geometry of the part can be recovered by deforming the box. The architecture of SDM-NET is that of a two-level variational autoencoder (VAE). At the part level, a PartVAE learns a deformable model of part geometries. At the structural level, we train a Structured Parts VAE (SP-VAE), which jointly learns the part structure of a shape collection and the part geometries, ensuring the coherence between global shape structure and surface details. Through extensive experiments and comparisons with the state-of-the-art deep generative models of shapes, we demonstrate the superiority of SDM-NET in generating meshes with visual quality, flexible topology, and meaningful structures, benefiting shape interpolation and other subsequent modeling tasks.
Lin Gao 0004, Jie Yang 0038, Tong Wu 0009, Yu-Jie Yuan, Hongbo Fu 0001, Yukun Lai, Hao (Richard) Zhang
ACM Trans. Graph.3