VLDB 2026 Research / reviewers in the wild / expert
Feng Wang 0034
dblp:90/4225-34
· DBLP profile ↗
12ranked-venue papers
6as first author
8since 2021 · last 2025
0000-0002-4556-5326ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 9 · 5 first-author · 6 since 2021Graphics, computer vision, multimedia, augmented reality and games · 6 · 3 first-author · 6 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 1 since 2021Systems, architecture and hardware · 1 · 1 first-author
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | MeshGen: Generating PBR Textured Mesh with Render-Enhanced Auto-Encoder and Generative Data AugmentationabstractIn this paper, we introduce MeshGen, an advanced image-to-3D pipeline that generates high-quality 3D meshes with detailed geometry and physically based rendering (PBR) textures. Addressing the challenges faced by existing 3D native diffusion models, such as suboptimal auto-encoder performance, limited controllability, poor generalization, and inconsistent image-based PBR texturing, Mesh-Gen employs several key innovations to overcome these limitations. We pioneer a render-enhanced point-to-shape auto-encoder that compresses meshes into a compact latent space by designing perceptual optimization with ray-based regularization. This ensures that the 3D shapes are accurately represented and reconstructed to preserve geometric details within the latent space. To address data scarcity and image-shape misalignment, we further propose geometric augmentation and generative rendering augmentation techniques, which enhance the model’s controllability and gen-eralization ability, allowing it to perform well even with limited public datasets. For the texture generation, Mesh-Gen employs a reference attention-based multi-view Con-trolNet for consistent appearance synthesis. This is further complemented by our multi-view PBR decomposer that estimates PBR components and a UV inpainter that fills invisible areas, ensuring a seamless and consistent texture across the 3D mesh. Our extensive experiments demonstrate that MeshGen largely outperforms previous methods in both shape and texture generation, setting a new standard for the quality of 3D meshes generated with PBR textures. Zilong Chen, Yikai Wang 0001, Wenqiang Sun, Feng Wang 0034, Huaping Liu 0001 |
CVPR | 4 |
| 2024 | Text-to-3D using Gaussian SplattingabstractAutomatic text-to-3D generation that combines Score Distillation Sampling (SDS) with the optimization of volume rendering has achieved remarkable progress in synthesizing realistic 3D objects. Yet most existing text-to-3D methods by SDS and volume rendering suffer from inaccurate geometry, e.g., the Janus issue, since it is hard to explicitly integrate 3D priors into implicit 3D representations. Besides, it is usually time-consuming for them to generate elaborate 3D models with rich colors. In response, this paper proposes GSGEN, a novel method that adopts Gaussian Splatting, a recent state-of-the-art representation, to text-to-3D generation. GSGEN aims at generating high-quality 3D objects and addressing existing shortcomings by exploiting the explicit nature of Gaussian Splatting that enables the incorporation of 3D prior. Specifically, our method adopts a progressive optimization strategy, which includes a geometry optimization stage and an appearance refinement stage. In geometry optimization, a coarse representation is established under 3D point cloud diffusion prior along with the ordinary 2D SDS optimization, ensuring a sensible and 3D-consistent rough shape. Subsequently, the obtained Gaussians undergo an iterative appearance refinement to enrich texture details. In this stage, we increase the number of Gaussians by compactness-based densification to enhance continuity and improve fidelity. With these designs, our approach can generate 3D assets with delicate details and accurate geometry. Extensive evaluations demonstrate the effectiveness of our method, especially for capturing high-frequency components. Our code is available at https://github.com/gsgen3d/gsgen. Zilong Chen, Feng Wang 0034, Yikai Wang 0001, Huaping Liu 0001 |
CVPR | 2 |
| 2024 | GaussianEditor: Swift and Controllable 3D Editing with Gaussian Splattingabstract3D editing plays a crucial role in many areas such as gaming and virtual reality. Traditional 3D editing methods, which rely on representations like meshes and point clouds, often fall short in realistically depicting complex scenes. On the other hand, methods based on implicit 3D representations, like Neural Radiance Field (NeRF), render complex scenes effectively but suffer from slow processing speeds and limited control over specific scene areas. In response to these challenges, our paper presents GaussianEditor, the first 3D editing algorithm based on Gaussian Splatting (GS), a novel 3D representation. GaussianEditor enhances precision and control in editing through our proposed Gaussian semantic tracing, which traces the editing target throughout the training process. Additionally, we propose Hierarchical Gaussian splatting (HGS) to achieve stabilized and fine results under stochastic generative guidance from 2D diffusion models. We also develop editing strategies for efficient object removal and integration, a challenging task for existing methods. Our comprehensive experiments demonstrate GaussianEditor's superior control, effective, and efficient performance, marking a significant advancement in 3D editing. Zilong Chen, Chi Zhang 0007, Feng Wang 0034, Yikai Wang 0001, Zhongang Cai, Lei Yang 0059, Huaping Liu 0001, Guosheng Lin |
CVPR | 4 |
| 2023 | Mixed Neural Voxels for Fast Multi-view Video SynthesisabstractSynthesizing high-fidelity videos from real-world multi-view input is challenging due to the complexities of real-world environments and high-dynamic movements. Previous works based on neural radiance fields have demonstrated high-quality reconstructions of dynamic scenes. However, training such models on real-world scenes is time-consuming, usually taking days or weeks. In this paper, we present a novel method named MixVoxels to efficiently represent dynamic scenes, enabling fast training and rendering speed. The proposed MixVoxels represents the 4D dynamic scenes as a mixture of static and dynamic voxels and processes them with different networks. In this way, the computation of the required modalities for static voxels can be processed by a lightweight model, which essentially reduces the amount of computation as many daily dynamic scenes are dominated by static backgrounds. To distinguish the two kinds of voxels, we propose a novel variation field to estimate the temporal variance of each voxel. For the dynamic representations, we design an inner product time query method to efficiently query multiple time steps, which is essential to recover the high-dynamic movements. As a result, with 15 minutes of training for dynamic scenes with inputs of 300-frame videos, MixVoxels achieves better PSNR than previous methods. For rendering, MixVoxels can render a novel view video with 1K resolution at 37 fps. Codes and trained models are available at https://github.com/fengres/mixvoxels. Feng Wang 0034, Sinan Tan, Xinghang Li, Zeyue Tian, Huaping Liu 0001 |
ICCV | 1 |
| 2023 | Masked Space-Time Hash Encoding for Efficient Dynamic Scene ReconstructionabstractIn this paper, we propose the Masked Space-Time Hash encoding (MSTH), a novel method for efficiently reconstructing dynamic 3D scenes from multi-view or monocular videos. Based on the observation that dynamic scenes often contain substantial static areas that result in redundancy in storage and computations, MSTH represents a dynamic scene as a weighted combination of a 3D hash encoding and a 4D hash encoding. The weights for the two components are represented by a learnable mask which is guided by an uncertainty-based objective to reflect the spatial and temporal importance of each 3D position. With this design, our method can reduce the hash collision rate by avoiding redundant queries and modifications on static areas, making it feasible to represent a large number of space-time voxels by hash tables with small size.Besides, without the requirements to fit the large numbers of temporally redundant features independently, our method is easier to optimize and converge rapidly with only twenty minutes of training for a 300-frame dynamic scene. We evaluate our method on extensive dynamic scenes. As a result, MSTH obtains consistently better results than previous state-of-the-art methods with only 20 minutes of training time and 130 MB of memory storage. Feng Wang 0034, Zilong Chen, Guokang Wang, Huaping Liu 0001 |
NeurIPS | 1 |
| 2023 | Self-Supervised Learning by Estimating Twin Class DistributionabstractWe present Twist, a simple and theoretically explainable self-supervised representation learning method by classifying large-scale unlabeled datasets in an end-to-end way. We employ a siamese network terminated by a softmax operation to produce twin class distributions of two augmented images. Without supervision, we enforce the class distributions of different augmentations to be consistent. However, simply minimizing the divergence between augmentations will generate collapsed solutions, i.e., outputting the same class distribution for all images. In this case, little information about the input images is preserved. To solve this problem, we propose to maximize the mutual information between the input image and the output class predictions. Specifically, we minimize the entropy of the distribution for each sample to make the class prediction assertive, and maximize the entropy of the mean distribution to make the predictions of different samples diverse. In this way, Twist can naturally avoid the collapsed solutions without specific designs such as asymmetric network, stop-gradient operation, or momentum encoder. As a result, Twist outperforms previous state-of-the-art methods on a wide range of tasks. Specifically on the semi-supervised classification task, Twist achieves 61.2% top-1 accuracy with 1% ImageNet labels using a ResNet-50 as backbone, surpassing previous best results by an improvement of 6.2%. Codes and pre-trained models are available at https://github.com/bytedance/TWIST. Feng Wang 0034, Tao Kong, Rufeng Zhang, Huaping Liu 0001 |
IEEE Trans. Image Process. | 1 |
| 2021 | Understanding the Behaviour of Contrastive LossabstractUnsupervised contrastive learning has achieved out-standing success, while the mechanism of contrastive loss has been less studied. In this paper, we concentrate on the understanding of the behaviours of unsupervised contrastive loss. We will show that the contrastive loss is a hardness-aware loss function, and the temperature τ controls the strength of penalties on hard negative samples. The previous study has shown that uniformity is a key property of contrastive learning. We build relations between the uniformity and the temperature τ. We will show that uniformity helps the contrastive learning to learn separable features, however excessive pursuit to the uniformity makes the contrastive loss not tolerant to semantically similar samples, which may break the underlying semantic structure and be harmful to the formation of features useful for downstream tasks. This is caused by the inherent defect of the instance discrimination objective. Specifically, instance discrimination objective tries to push all different instances apart, ignoring the underlying relations between samples. Pushing semantically consistent samples apart has no positive effect for acquiring a prior informative to general downstream tasks. A well-designed contrastive loss should have some extents of tolerance to the closeness of semantically similar samples. Therefore, we find that the contrastive loss meets a uniformity-tolerance dilemma, and a good choice of temperature can compromise these two properties properly to both learn separable features and tolerant to semantically similar samples, improving the feature qualities and the downstream performances. Feng Wang 0034, Huaping Liu 0001 |
CVPR | 1 |
| 2021 | Active Object Discovery and Localization Using Sound-Induced AttentionabstractIndustrial intelligent devices are usually equipped with both microphones and cameras to perceive and understand the physical world. Though visual object detection technology has achieved a great success, its combination with other sensing modalities remains unsolved. In this article, we establish a novel sound-induced attention framework for the visual object detection, and develop a two-stream weakly supervised deep learning architecture to combine the visual and audio modalities for localizing the sounding object. A dataset is constructed from the Audio Set to validate the proposed method and some realistic experiments are conducted to demonstrate the effectiveness of the proposed system. Huaping Liu 0001, Feng Wang 0034, Di Guo 0002, Xinzhu Liu, Xinyu Zhang 0001, Fuchun Sun 0001 |
IEEE Trans. Ind. Informatics | 2 |
| 2020 | Unsupervised Representation Learning by Invariance PropagationabstractUnsupervised learning methods based on contrastive learning have drawn increasing attention and achieved promising results. Most of them aim to learn representations invariant to instance-level variations, which are provided by different views of the same instance. In this paper, we propose Invariance Propagation to focus on learning representations invariant to category-level variations, which are provided by different instances from the same category. Our method recursively discovers semantically consistent samples residing in the same high-density regions in representation space. We demonstrate a hard sampling strategy to concentrate on maximizing the agreement between the anchor sample and its hard positive samples, which provide more intra-class variations to help capture more abstract invariance. As a result, with a ResNet-50 as the backbone, our method achieves 71.3% top-1 accuracy on ImageNet linear classification and 78.2% top-5 accuracy fine-tuning on only 1% labels, surpassing previous results. We also achieve state-of-the-art performance on other downstream tasks, including linear classification on Places205 and Pascal VOC, and transfer learning on small scale datasets. Feng Wang 0034, Huaping Liu 0001, Di Guo 0002, Fuchun Sun 0001 |
NeurIPS | 1 |
| 2020 | Weakly-paired deep dictionary learning for cross-modal retrieval
Huaping Liu 0001, Feng Wang 0034, Xinyu Zhang 0001, Fuchun Sun 0001 |
Pattern Recognit. Lett. | 2 |
| 2019 | Sound-Indicated Visual Object Detection for Robotic ExplorationabstractRobots are usually equipped with microphones and cameras to perceive and understand the physical world. Though visual object detection technology has achieved great success, the detection in other modalities remains unsolved. In this paper, we establish a novel robotic sound-indicated visual object detection framework, and develop a two-stream weakly-supervised deep learning architecture to connect the visual and audio modalities for localizing the sounding object. A dataset is constructed from the AudioSet to validate the proposed method and some promising applications are demonstrated on robotic platforms. Feng Wang 0034, Di Guo 0002, Huaping Liu 0001, Junfeng Zhou, Fuchun Sun 0001 |
ICRA | 1 |
| 2019 | Surface Material Retrieval Using Weakly Paired Cross-Modal LearningabstractIn this paper, we investigate the cross-modal material retrieval problem, which permits the user to submit a multimodal query including tactile and auditory modalities, and retrieve the image results of visual modalities. Since multiple significantly different modalities are involved in this process, we encounter more challenges compared with the existing cross-modal retrieval tasks. Our focus is to learn cross-modal representations when the modalities are significantly different and with minimal supervision. A novelty is that we establish a framework that deals with weakly paired multimodal fusion method for heterogenous tactile and auditory modalities and weakly paired cross-modal transfer for visual modality. A structured dictionary learning method with a low rank and common classifier is developed to obtain the modal-invariant representation. Finally, some cross-modal validations on publicly available data sets are performed to show the advantages of the proposed method.Note to Practitioners—Cross-modal retrieval is an important task for industrial intelligence. In this paper, we establish a framework to effectively solve the cross-modal material retrieval problem. In the developed framework, the user may submit a multimodal query including acceleration and sound about an object, and the system may return the most relevant retrieved images. Such a framework may find extensive applications in many fields, because it can be flexible to deal with a multiple-modal query and uses the minimal category label supervision without the need of strong sample pairing information between modalities. Compared with the previous material analysis systems, this paper goes beyond previously proposed surface material classification approaches as it returns an ordered list of perceptually similar surface materials for a query. Huaping Liu 0001, Feng Wang 0034, Fuchun Sun 0001, Bin Fang 0003 |
IEEE Trans Autom. Sci. Eng. | 2 |