Chen Zhao 0011

dblp:81/3-11 · DBLP profile ↗
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11ranked-venue papers
0as first author
11since 2021 · last 2025
0009-0009-2182-5347ORCID · conflict

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

Artificial intelligence and machine learning · 9 · 9 since 2021Graphics, computer vision, multimedia, augmented reality and games · 7 · 7 since 2021Systems, architecture and hardware · 2 · 2 since 2021
YearPublicationVenuePosition
2025 XLD: A Cross-Lane Dataset for Benchmarking Novel Driving View Synthesis
abstract
Comprehensive testing of autonomous systems through simulation is essential to ensure the safety of autonomous driving vehicles. This requires the generation of safety-critical scenarios that extend beyond the limitations of real-world data collection, as many of these scenarios are rare or rarely encountered on public roads. However, evaluating most existing novel view synthesis (NVS) methods relies on sporadic sampling of image frames from the training data, comparing the rendered images with ground-truth images. Unfortunately, this evaluation protocol falls short of meeting the actual requirements in closed-loop simulations. Specifically, the true application demands the capability to render novel views that extend beyond the original trajectory (such as cross-lane views), which are challenging to capture in the real world. To address this, this paper presents a synthetic dataset for novel driving view synthesis evaluation, which is specifically designed for autonomous driving simulations. This unique dataset includes testing images captured by deviating from the training trajectory by 1–4 meters. It comprises six sequences that cover various times and weather conditions. Each sequence contains 450 training images, 120 testing images, and their corresponding camera poses and intrinsic parameters. Leveraging this novel dataset, we establish the first realistic benchmark for evaluating existing NVS approaches under frontonly and multicamera settings. The experimental findings underscore the significant gap in current approaches, revealing their inadequate ability to fulfill the demanding prerequisites of cross-lane or closed-loop simulation. Our dataset and code are released publicly on the project page: https://3d-aigc.github.io/XLD.
Hao Li 0075, Chenming Wu, Chen Zhao 0011, Chunyu Song, Haocheng Feng, Errui Ding, Dingwen Zhang, Jingdong Wang 0001
3DV5
2025 Splatter-360: Generalizable 360 Gaussian Splatting for Wide-baseline Panoramic Images
abstract
Wide-baseline panoramic images are frequently used in applications like VR and simulations to minimize capturing labor costs and storage needs. However, synthesizing novel views from these panoramic images in real time remains a significant challenge, especially due to panoramic imagery’s high resolution and inherent distortions. Although existing 3D Gaussian splatting (3DGS) methods can produce photo-realistic views under narrow baselines, they often overfit the training views when dealing with wide-baseline panoramic images due to the difficulty in learning precise geometry from sparse 360° views. This paper presents Splatter-360, a novel end-to-end generalizable 3DGS framework designed to handle wide-baseline panoramic images. Unlike previous approaches, Splatter-360 performs multi-view matching directly in the spherical domain by constructing a spherical cost volume through a spherical sweep algorithm, enhancing the network’s depth perception and geometry estimation. Additionally, we introduce a 3D-aware bi-projection encoder to mitigate the distortions inherent in panoramic images and integrate cross-view attention to improve feature interactions across multiple viewpoints. This enables robust 3D-aware feature representations and real-time rendering capabilities. Experimental results on the HM3D [26] and Replica [27] demonstrate that Splatter-360 significantly outperforms state-of-the-art NeRF and 3DGS methods (e.g., PanoGRF, MVSplat, DepthSplat, and HiSplat) in both synthesis quality and generalization performance for wide-baseline panoramic images. Code and trained models are available at https://3d-aigc.github.io/Splatter-360/.
Zheng Chen 0016, Chenming Wu, Zhelun Shen, Chen Zhao 0011, Weicai Ye, Haocheng Feng, Errui Ding, Song-Hai Zhang
CVPR4
2025 TexGarment: Consistent Garment UV Texture Generation via Efficient 3D Structure-Guided Diffusion Transformer
abstract
This paper introduces TexGarment, an efficient method for synthesizing high-quality, 3D-consistent garment textures in UV space. Traditional approaches based on 2D-to-3D mapping often suffer from 3D inconsistency, while methods learning from limited 3D data lack sufficient texture diversity. These limitations are particularly problematic in garment texture generation, where high demands exist for both detail and variety. To address these challenges, TexGarment leverages a pre-trained text-to-image diffusion Transformer model with robust generalization capabilities, introducing structural information to guide the model in generating 3D-consistent garment textures in a single inference step. Specifically, We utilize the 2D UV position map to guide the layout during the UV texture generation process, ensuring a coherent texture arrangement and enhancing it by integrating global 3D structural information from the mesh surface point cloud. This combined guidance effectively aligns 3D structural integrity with 2D layout. Our method efficiently generates high-quality, diverse UV textures in a single inference step while maintaining 3D consistency. Experimental results validate the effectiveness of TexGarment, achieving state-of-the-art performance in 3D garment texture generation.
Jialun Liu, Xiaobo Gao, Bojun Xiong, Chen Zhao 0011, Hongbin Pei, Haocheng Feng, Errui Ding, Jingdong Wang 0001
CVPR7
2025 TexGaussian: Generating High-quality PBR Material via Octree-based 3D Gaussian Splatting
abstract
Physically Based Rendering (PBR) materials play a crucial role in modern graphics, enabling photorealistic rendering across diverse environment maps. Developing an effective and efficient algorithm that is capable of automatically generating high-quality PBR materials rather than RGB texture for 3D meshes can significantly streamline the 3D content creation. Most existing methods leverage pre-trained 2D diffusion models for multi-view image synthesis, which often leads to severe inconsistency between the generated textures and input 3D meshes. This paper presents TexGaussian, a novel method that uses octant-aligned 3D Gaussian Splatting for rapid PBR material generation. Specifically, we place each 3D Gaussian on the finest leaf node of the octree built from the input 3D mesh to render the multi-view images not only for the albedo map but also for roughness and metallic. Moreover, our model is trained in a regression manner instead of diffusion denoising, capable of generating the PBR material for a 3D mesh in a single feed-forward process. Extensive experiments on publicly available benchmarks demonstrate that our method synthesizes more visually pleasing PBR materials and runs faster than previous methods in both unconditional and text-conditional scenarios, exhibiting better consistency with the given geometry. Our code and trained models are available at https://3d-aigc.github.io/TexGaussian.
Bojun Xiong, Jialun Liu, Chenming Wu, Chen Zhao 0011, Errui Ding, Zhouhui Lian
CVPR7
2025 Gaussian-LIC: Real-Time Photo-Realistic SLAM with Gaussian Splatting and LiDAR-Inertial-Camera Fusion
abstract
In this paper, we present a real-time photo-realistic SLAM method based on marrying Gaussian Splatting with LiDAR-Inertial-Camera SLAM. Most existing radiance-field-based SLAM systems mainly focus on bounded indoor environments, equipped with RGB-D or RGB sensors. However, they are prone to decline when expanding to unbounded scenes or encountering adverse conditions, such as violent motions and changing illumination. In contrast, oriented to general scenarios, our approach additionally tightly fuses LiDAR, IMU, and camera for robust pose estimation and photo-realistic online mapping. To compensate for regions unobserved by the LiDAR, we propose to integrate both the triangulated visual points from images and LiDAR points for initializing 3D Gaussians. In addition, the modeling of the sky and varying camera exposure have been realized for high-quality rendering. Notably, we implement our system purely with C++ and CUDA, and meticulously design a series of strategies to accelerate the online optimization of the Gaussian-based scene representation. Extensive experiments demonstrate that our method outperforms its counterparts while maintaining real-time capability. Impressively, regarding photo-realistic mapping, our method with our estimated poses even surpasses all the compared approaches that utilize privileged ground-truth poses for mapping. Our code will be released on project page https://xingxingzuo.github.io/gaussian_lic.
Xiaolei Lang, Laijian Li, Chenming Wu, Chen Zhao 0011, Lina Liu 0010, Yong Liu 0007, Jiajun Lv, Xingxing Zuo 0001
ICRA4
2025 DGTR: Distributed Gaussian Turbo-Reconstruction for Sparse-View Vast Scenes
abstract
Novel-view synthesis approaches play a critical role in vast scene reconstruction. However, these methods rely heavily on dense image inputs and prolonged training times, making them unsuitable where computational resources are limited. Additionally, few-shot methods often struggle with poor reconstruction quality in vast environments. This paper presents DGTR, a novel distributed framework for efficient Gaussian reconstruction for sparse-view vast scenes. Our approach divides the scene into regions, processed independently by drones with sparse image inputs. Using a feed-forward Gaussian model, we predict high-quality Gaussian primitives, followed by a global alignment algorithm to ensure geometric consistency. Depth priors is incorporated to further enhance training, while a distillation-based model aggregation mechanism enables efficient reconstruction. Our method achieves high-quality large-scale scene reconstruction and novel-view synthesis in significantly reduced training times, outperforming existing approaches in both speed and scalability. We demonstrate the effectiveness of our framework on vast aerial scenes, achieving high-quality results within minutes. Code will released on our project page https://3d-aigc.github.io/DGTR.
Hao Li 0075, Haosong Peng, Chenming Wu, Weicai Ye, Yufeng Zhan, Chen Zhao 0011, Dingwen Zhang, Jingdong Wang 0001, Junwei Han 0001
ICRA7
2025 Surfel-Based Gaussian Inverse Rendering for Fast and Relightable Dynamic Human Reconstruction From Monocular Videos
abstract
Efficient and accurate reconstruction of a relightable, dynamic clothed human avatar from a monocular video is crucial for the entertainment industry. This article presents SGIA (Surfel-based Gaussian Inverse Avatar), which introduces efficient training and rendering for relightable dynamic human reconstruction. SGIA advances previous Gaussian Avatar methods by comprehensively modeling Physically-Based Rendering (PBR) properties for clothed human avatars, allowing for the manipulation of avatars into novel poses under diverse lighting conditions. Specifically, our approach integrates pre-integration and image-based lighting for fast light calculations that surpass the performance of existing implicit-based techniques. To address challenges related to material lighting disentanglement and accurate geometry reconstruction, we propose an innovative occlusion approximation strategy and a progressive training approach. Extensive experiments demonstrate that SGIA not only achieves highly accurate physical properties but also significantly enhances the realistic relighting of dynamic human avatars, providing a substantial speed advantage.
Yiqun Zhao, Chenming Wu, Binbin Huang 0004, Yihao Zhi, Chen Zhao 0011, Jingdong Wang 0001, Shenghua Gao
IEEE Trans. Pattern Anal. Mach. Intell.5
2024 TexOct: Generating Textures of 3D Models with Octree-based Diffusion
abstract
This paper focuses on synthesizing high-quality and complete textures directly on the surface of 3D models within 3D space. 2D diffusion-based methods face challenges in generating 2D texture maps due to the infinite possibilities of UV mapping for a given 3D mesh. Utilizing point clouds helps circumvent variations arising from diverse mesh topologies and UV mappings. Nevertheless, achieving dense point clouds to accurately represent texture details poses a challenge due to limited computational resources. To address these challenges, we propose an efficient octree-based diffusion pipeline called TexOct. Our method starts by sampling a point cloud from the surface of a given 3D model, with each point containing texture noise values. We utilize an octree structure to efficiently represent this point cloud. Additionally, we introduce an innovative octree-based diffusion model that leverages the denoising capabilities of the Denoising Diffusion Probabilistic Model (DDPM). This model gradually reduces the texture noise on the octree nodes, resulting in the restoration of fine texture. Experimental results on ShapeNet demonstrate that TexOct effectively generates high-quality 3D textures in both unconditional and text / image-conditional scenarios.
Jialun Liu, Chenming Wu, Xinqi Liu, Haotian Peng, Chen Zhao 0011, Haocheng Feng, Jingtuo Liu, Errui Ding
CVPR7
2024 GGRt: Towards Pose-Free Generalizable 3D Gaussian Splatting in Real-Time
Hao Li 0075, Chenming Wu, Dingwen Zhang, Yalun Dai, Chen Zhao 0011, Haocheng Feng, Errui Ding, Jingdong Wang 0001, Junwei Han 0001
ECCV (71)6
2024 OpenGaussian: Towards Point-Level 3D Gaussian-based Open Vocabulary Understanding
abstract
This paper introduces OpenGaussian, a method based on 3D Gaussian Splatting (3DGS) that possesses the capability for 3D point-level open vocabulary understanding. Our primary motivation stems from observing that existing 3DGS-based open vocabulary methods mainly focus on 2D pixel-level parsing. These methods struggle with 3D point-level tasks due to weak feature expressiveness and inaccurate 2D-3D feature associations. To ensure robust feature presentation and 3D point-level understanding, we first employ SAM masks without cross-frame associations to train instance features with 3D consistency. These features exhibit both intra-object consistency and inter-object distinction. Then, we propose a two-stage codebook to discretize these features from coarse to fine levels. At the coarse level, we consider the positional information of 3D points to achieve location-based clustering, which is then refined at the fine level. Finally, we introduce an instance-level 3D-2D feature association method that links 3D points to 2D masks, which are further associated with 2D CLIP features. Extensive experiments, including open vocabulary-based 3D object selection, 3D point cloud understanding, click-based 3D object selection, and ablation studies, demonstrate the effectiveness of our proposed method. The source code is available at our project page https://3d-aigc.github.io/OpenGaussian.
Yanmin Wu, Jiarui Meng, Haijie Li, Chenming Wu, Yahao Shi, Xinhua Cheng, Chen Zhao 0011, Haocheng Feng, Errui Ding, Jingdong Wang 0001, Jian Zhang 0018
NeurIPS7
2024 HD-Fusion: Detailed Text-to-3D Generation Leveraging Multiple Noise Estimation
abstract
In this paper, we study Text-to-3D content generation leveraging 2D diffusion priors to enhance the quality and detail of the generated 3D models. Recent progress [11] in text-to-3D has shown that employing high-resolution (e.g., 512 × 512) renderings can lead to the production of high-quality 3D models using latent diffusion priors. To enable rendering at even higher resolutions, which has the potential to further augment the quality and detail of the models, we propose a novel approach that combines multiple noise estimation processes with a pretrained 2D diffusion prior. Distinct from the Bar-Tal et al.s’ study which binds multiple denoised results [1] to generate images from texts, our approach integrates the computation of scoring distillation losses such as SDS loss and VSD loss which are essential techniques for the 3D content generation with 2D diffusion priors. We experimentally evaluated the proposed approach. The results show that the proposed approach can generate high-quality details compared to the baselines.
Xiaobo Gao, Zhengyang Shen, Chen Zhao 0011, Haocheng Feng, Jingtuo Liu, Errui Ding
WACV5