VLDB 2026 Research / reviewers in the wild / expert
Di Xu 0012
dblp:95/7448-12
· DBLP profile ↗
11ranked-venue papers
4as first author
8since 2021 · last 2026
0000-0001-5464-9858ORCID · 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 · 6 since 2021Artificial intelligence and machine learning · 6 · 2 first-author · 4 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Topo4D++: Realistic Physically Based 4D Head Capture With Topology-Preserving Gaussian Splatting and Expression Priorsabstract4D head capture aims to generate dynamic facial meshes in the same topology with corresponding UV maps, which requires temporal correspondence between 3D head models. Existing pipelines either involve manual processing of artists or employ constraints such as landmark tracking and optical flow, failing to achieve a trade-off between accuracy and efficiency. To enhance this process, we propose Topo4D++, a novel framework for automatic geometry and texture reconstruction that optimizes densely aligned 4D heads and 8 K BRDF maps directly from calibrated multi-view videos. Our key insight is to represent facial models as a set of dynamic 3D Gaussians with fixed topology, where the Gaussian centers are bound to the mesh vertices. This enables tracking all vertices rather than sparse vertices on the face accurately by leveraging the inverse rendering capabilities of 3D Gaussian Splatting (3DGS), while also enabling ultra-high-resolution texture generation. To maintain face structure during dynamic 3DGS optimization, we propose to optimize geometry and texture alternatively under physical and topological constraints frame-by-frame and employ blendshape-based expression priors to address extreme expressions. Then, we propose to extract dynamic facial meshes in a regular wiring arrangement and high-fidelity textures with pore-level details from the learned Gaussians. Finally, we train a diffusion-based model to generate BRDF texture maps to achieve physically based rendering. Given the absence of a universal benchmark, we construct JHead, a novel benchmark for the comprehensive evaluation of 4D head capture methods. Extensive experiments on different datasets demonstrate that our method is generalized to different capture systems, identities, and expressions, outperforming current state-of-the-art head reconstruction methods in both mesh and texture qualitatively and quantitatively. Yuhao Cheng, Xuanchen Li, Xingyu Ren, Haozhe Jia, Di Xu 0012, Wenhan Zhu, Bingbing Ni, Yichao Yan |
IEEE Trans. Pattern Anal. Mach. Intell. | 6 |
| 2025 | Super-NeRF: View-Consistent Detail Generation for NeRF Super-ResolutionabstractThe neural radiance field (NeRF) achieved remarkable success in modeling 3D scenes and synthesizing high-fidelity novel views. However, existing NeRF-based methods focus more on making full use of high-resolution images to generate high-resolution novel views, but less considering the generation of high-resolution details given only low-resolution images. In analogy to the extensive usage of image super-resolution, NeRF super-resolution is an effective way to generate low-resolution-guided high-resolution 3D scenes and holds great potential applications. Up to now, such an important topic is still under-explored. In this article, we propose a NeRF super-resolution method, named Super-NeRF, to generate high-resolution NeRF from only low-resolution inputs. Given multi-view low-resolution images, Super-NeRF constructs a multi-view consistency-controlling super-resolution module to generate various view-consistent high-resolution details for NeRF. Specifically, an optimizable latent code is introduced for each input view to control the generated reasonable high-resolution 2D images satisfying view consistency. The latent codes of each low-resolution image are optimized synergistically with the target Super-NeRF representation to utilize the view consistency constraint inherent in NeRF construction. We verify the effectiveness of Super-NeRF on synthetic, real-world, and even AI-generated NeRFs. Super-NeRF achieves state-of-the-art NeRF super-resolution performance on high-resolution detail generation and cross-view consistency. Yuqi Han, Tao Yu 0007, Xiaohang Yu, Di Xu 0012, Binge Zheng, Zonghong Dai, Changpeng Yang, Yuwang Wang, Qionghai Dai |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2024 | 3D-Aware Face Editing via Warping-Guided Latent Direction Learningabstract3D facial editing, a longstanding task in computer vision with broad applications, is expected to fast and intuitively manipulate any face from arbitrary viewpoints following the user's will. Existing works have limitations in terms of intuitiveness, generalization, and efficiency. To overcome these challenges, we propose FaceEdit3D, which allows users to directly manipulate 3D points to edit a 3D face, achieving natural and rapid face editing. After one or several points are manipulated by users, we propose the tri-plane warping to directly deform the view-independent 3D representation. To address the problem of distortion caused by tri-plane warping, we train a warp-aware encoder to project the warped face onto a standardized latent space. In this space, we further propose directional latent editing to mitigate the identity bias caused by the encoder and realize the disentangled editing of various attributes. Extensive experiments show that our method achieves superior results with rich facial details and nice identity preservation. Our approach also supports general applications like multi-attribute continuous editing and cat/car editing. The project website is https://cyh-sj.github.io/FaceEdit3DI. Yuhao Cheng, Zhuo Chen 0060, Xingyu Ren, Wenhan Zhu, Zhengqin Xu, Di Xu 0012, Changpeng Yang, Yichao Yan |
CVPR | 6 |
| 2024 | Topo4D: Topology-Preserving Gaussian Splatting for High-fidelity 4D Head Capture
Xuanchen Li, Yuhao Cheng, Xingyu Ren, Haozhe Jia, Di Xu 0012, Wenhan Zhu, Yichao Yan |
ECCV (34) | 5 |
| 2024 | DisControlFace: Adding Disentangled Control to Diffusion Autoencoder for One-shot Explicit Facial Image Editing
Haozhe Jia, Yan Li 0129, Hengfei Cui, Di Xu 0012, Yuwang Wang, Tao Yu 0007 |
ACM Multimedia | 4 |
| 2024 | Toward Accurate Cardiac MRI Segmentation With Variational Autoencoder-Based Unsupervised Domain AdaptationabstractAccurate myocardial segmentation is crucial in the diagnosis and treatment of myocardial infarction (MI), especially in Late Gadolinium Enhancement (LGE) cardiac magnetic resonance (CMR) images, where the infarcted myocardium exhibits a greater brightness. However, segmentation annotations for LGE images are usually not available. Although knowledge gained from CMR images of other modalities with ample annotations, such as balanced-Steady State Free Precession (bSSFP), can be transferred to the LGE images, the difference in image distribution between the two modalities (i.e., domain shift) usually results in a significant degradation in model performance. To alleviate this, an end-to-end Variational autoencoder based feature Alignment Module Combining Explicit and Implicit features (VAMCEI) is proposed. We first re-derive the Kullback-Leibler (KL) divergence between the posterior distributions of the two domains as a measure of the global distribution distance. Second, we calculate the prototype contrastive loss between the two domains, bringing closer the prototypes of the same category across domains and pushing away the prototypes of different categories within or across domains. Finally, a domain discriminator is added to the output space, which indirectly aligns the feature distribution and forces the extracted features to be more favorable for segmentation. In addition, by combining CycleGAN and VAMCEI, we propose a more refined multi-stage unsupervised domain adaptation (UDA) framework for myocardial structure segmentation. We conduct extensive experiments on the MSCMRSeg 2019, MyoPS 2020 and MM-WHS 2017 datasets. The experimental results demonstrate that our framework achieves superior performances than state-of-the-art methods. Hengfei Cui, Yan Li 0129, Yifan Wang 0033, Di Xu 0012, Lianming Wu, Yong Xia 0001 |
IEEE Trans. Medical Imaging | 4 |
| 2023 | PARF: Primitive-Aware Radiance Fusion for Indoor Scene Novel View SynthesisabstractThis paper proposes a method for fast scene radiance field reconstruction with strong novel view synthesis performance and convenient scene editing functionality. The key idea is to fully utilize semantic parsing and primitive extraction for constraining and accelerating the radiance field reconstruction process. To fulfill this goal, a primitive-aware hybrid rendering strategy was proposed to enjoy the best of both volumetric and primitive rendering. We further contribute a reconstruction pipeline conducts primitive parsing and radiance field learning iteratively for each input frame which successfully fuses semantic, primitive, and radiance information into a single framework. Extensive evaluations demonstrate the fast reconstruction ability, high rendering quality, and convenient editing functionality of our method. Haiyang Ying, Baowei Jiang, Jinzhi Zhang, Di Xu 0012, Tao Yu 0007, Qionghai Dai, Lu Fang 0001 |
ICCV | 4 |
| 2022 | Object-based illumination transferring and rendering for applications of mixed realityabstractAbstract In applications of augmented reality or mixed reality, rendering virtual objects in real scenes with consistent illumination is crucial for realistic visualization experiences. Prior learning-based methods reported in the literature usually attempt to reconstruct complicated high dynamic range environment maps from limited input, and rely on a separate rendering pipeline to light up the virtual object. In this paper, an object-based illumination transferring and rendering algorithm is proposed to tackle this problem within a unified framework. Given a single low dynamic range image, instead of recovering lighting environment of the entire scene, the proposed algorithm directly infers the relit virtual object. It is achieved by transferring implicit illumination features which are extracted from its nearby planar surfaces. A generative adversarial network is adopted in the proposed algorithm for implicit illumination features extraction and transferring. Compared to previous works in the literature, the proposed algorithm is more robust, as it is able to efficiently recover spatially varying illumination in both indoor and outdoor scene environments. Experiments have been conducted. It is observed that notable experiment results and comparison outcomes have been obtained quantitatively and qualitatively by the proposed algorithm in different environments. It shows the effectiveness and robustness for realistic virtual object insertion and improved realism. Di Xu 0012, Qi Cao 0002 |
Vis. Comput. | 1 |
| 2018 | Shading-Based Surface Detail Recovery Under General Unknown IlluminationabstractReconstructing the shape of a 3D object from multi-view images under unknown, general illumination is a fundamental problem in computer vision. High quality reconstruction is usually challenging especially when fine detail is needed and the albedo of the object is non-uniform. This paper introduces vertex overall illumination vectors to model the illumination effect and presents a total variation (TV) based approach for recovering surface details using shading and multi-view stereo (MVS). Behind the approach are the two important observations: (1) the illumination over the surface of an object often appears to be piecewise smooth and (2) the recovery of surface orientation is not sufficient for reconstructing the surface, which was often overlooked previously. Thus we propose to use TV to regularize the overall illumination vectors and use visual hull to constrain partial vertices. The reconstruction is formulated as a constrained TV-minimization problem that simultaneously treats the shape and illumination vectors as unknowns. An augmented Lagrangian method is proposed to quickly solve the TV-minimization problem. As a result, our approach is robust, stable and is able to efficiently recover high-quality surface details even when starting with a coarse model obtained using MVS. These advantages are demonstrated by extensive experiments on the state-of-the-art MVS database, which includes challenging objects with varying albedo. Di Xu 0012, Qi Duan, Jianmin Zheng, Juyong Zhang, Jianfei Cai 0001, Tat-Jen Cham |
IEEE Trans. Pattern Anal. Mach. Intell. | 1 |
| 2016 | Photometric stereo using mesh face based optimizationabstractThe state-of-the-art photometric stereo (PS) methods typically apply shading cues on each vertex and represent a vertex normal as a non-linear function of its neighboring vertices. Such vertex-based representation leads to huge computational cost and limits it from processing dense meshes. In this paper, we propose a PS based surface reconstruction using mesh face based representation. In particular, we propose to apply the shading cue on each mesh face instead of each vertex and optimize face normals instead of vertex normals. We develop a two-step approach to solve the surface recovery problem, where we first optimize face normals using shading cues and then update vertices by the optimized face normals. Experimental results show that, compared with the state-of-the-art, such a two-step approach is able to reduce the runtime significantly as well as handling much denser meshes. Di Xu 0012, Jianfei Cai 0001, Jianmin Zheng, Juyong Zhang |
VCIP | 1 |
| 2014 | Recovering Surface Details under General Unknown Illumination Using Shading and Coarse Multi-view StereoabstractSummary form only given. Reconstructing the shape of a 3D object from multi-view images under unknown, general illumination is a fundamental problem in computer vision and high quality reconstruction is usually challenging especially when high detail is needed. This paper presents a total variation (TV) based approach for recovering surface details using shading and multi-view stereo (MVS). Behind the approach are our two important observations: (1) the illumination over the surface of an object tends to be piecewise smooth and (2) the recovery of surface orientation is not sufficient for reconstructing geometry, which were previously overlooked. Thus we introduce TV to regularize the lighting and use visual hull to constrain partial vertices. The reconstruction is formulated as a constrained TV minimization problem that treats the shape and lighting as unknowns simultaneously. An augmented Lagrangian method is proposed to quickly solve the TV-minimization problem. As a result, our approach is robust, stable and is able to efficiently recover high quality of surface details even starting with a coarse MVS. These advantages are demonstrated by the experiments with synthetic and real world examples. Di Xu 0012, Qi Duan, Jianming Zheng, Juyong Zhang, Jianfei Cai 0001, Tat-Jen Cham |
CVPR | 1 |