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Jiaxiang Zheng

dblp:119/6716 · DBLP profile ↗
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9ranked-venue papers
2as first author
4since 2021 · last 2025
—ORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 9 · 2 first-author · 4 since 2021Artificial intelligence and machine learning · 1Human-computer interaction and ubiquitous computing · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
2 papers
Rendering · 82% Geometric modeling and processing · 18%

Topics — the 6 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
differentiable rendering
0.612022
Learning-based Inverse Rendering of Complex Indoor Scenes with Differentiable Monte Carlo Raytracing · SIGGRAPH Asia 2022
Rendering
inverse rendering
0.612022
Learning-based Inverse Rendering of Complex Indoor Scenes with Differentiable Monte Carlo Raytracing · SIGGRAPH Asia 2022
Rendering › ray tracing
monte carlo ray tracing
0.612022
Learning-based Inverse Rendering of Complex Indoor Scenes with Differentiable Monte Carlo Raytracing · SIGGRAPH Asia 2022
Geometric modeling and processing
3d reconstruction
0.212013
Templateless Quasi-rigid Shape Modeling with Implicit Loop-Closure · CVPR 2013
Geometric modeling and processing
shape modeling
0.212013
Templateless Quasi-rigid Shape Modeling with Implicit Loop-Closure · CVPR 2013
Geometric modeling and processing › shape modeling
human body modeling
0.012013
Templateless Quasi-rigid Shape Modeling with Implicit Loop-Closure · CVPR 2013

Methods — techniques the papers use, named apart from their topics

neural radiance field · 0.6importance sampling · 0.6hypernetwork · 0.6two-stage registration · 0.2loop closure · 0.2as-rigid-as-possible · 0.2
YearPublicationVenuePosition
2025 AI-driven generation of guzheng music from classical Chinese poetry: toward a new paradigm of creative practice in Chinese traditional Music
Jiaxiang Zheng, Moxi Cao, Chongbin Zhang
Multim. Syst.1
2022 Learning-based Inverse Rendering of Complex Indoor Scenes with Differentiable Monte Carlo Raytracing
abstract
Indoor scenes typically exhibit complex, spatially-varying appearance from global illumination, making inverse rendering a challenging ill-posed problem. This work presents an end-to-end, learning-based inverse rendering framework incorporating differentiable Monte Carlo raytracing with importance sampling. The framework takes a single image as input to jointly recover the underlying geometry, spatially-varying lighting, and photorealistic materials. Specifically, we introduce a physically-based differentiable rendering layer with screen-space ray tracing, resulting in more realistic specular reflections that match the input photo. In addition, we create a large-scale, photorealistic indoor scene dataset with significantly richer details like complex furniture and dedicated decorations. Further, we design a novel out-of-view lighting network with uncertainty-aware refinement leveraging hypernetwork-based neural radiance fields to predict lighting outside the view of the input photo. Through extensive evaluations on common benchmark datasets, we demonstrate superior inverse rendering quality of our method compared to state-of-the-art baselines, enabling various applications such as complex object insertion and material editing with high fidelity. Code and data will be made available at https://jingsenzhu.github.io/invrend
Jingsen Zhu, Fujun Luan, Yuchi Huo, Zihao Lin 0007, Dianbing Xi, Rui Wang 0004, Hujun Bao, Jiaxiang Zheng, Rui Tang 0015
SIGGRAPH Asia9
2022 MINERVAS: Massive INterior EnviRonments VirtuAl Synthesis
abstract
Abstract With the rapid development of data‐driven techniques, data has played an essential role in various computer vision tasks. Many realistic and synthetic datasets have been proposed to address different problems. However, there are lots of unresolved challenges: (1) the creation of dataset is usually a tedious process with manual annotations, (2) most datasets are only designed for a single specific task, (3) the modification or randomization of the 3D scene is difficult, and (4) the release of commercial 3D data may encounter copyright issue. This paper presents MINERVAS, a Massive INterior EnviRonments VirtuAl Synthesis system, to facilitate the 3D scene modification and the 2D image synthesis for various vision tasks. In particular, we design a programmable pipeline with Domain‐Specific Language, allowing users to select scenes from the commercial indoor scene database, synthesize scenes for different tasks with customized rules, and render various types of imagery data, such as color images, geometric structures, semantic labels. Our system eases the difficulty of customizing massive scenes for different tasks and relieves users from manipulating fine‐grained scene configurations by providing user‐controllable randomness using multilevel samplers. Most importantly, it empowers users to access commercial scene databases with millions of indoor scenes and protects the copyright of core data assets, e.g., 3D CAD models. We demonstrate the validity and flexibility of our system by using our synthesized data to improve the performance on different kinds of computer vision tasks. The project page is at https://coohom.github.io/MINERVAS .
Haocheng Ren, Jia Zheng 0002, Jiaxiang Zheng, Rui Tang 0015, Yuchi Huo, Hujun Bao, Rui Wang 0004
Comput. Graph. Forum4
2021 A deep person re-identification model with multi visual-semantic information embedding
Xiaopei Wang, Jun Guo 0020, Jiaxiang Zheng, Pengfei Xu 0003, Baoying Liu
Multim. Tools Appl.4
2014 SCAPE-based human performance reconstruction
Jiaxiang Zheng, Ming Zeng 0008, Xinguo Liu
Comput. Graph.1
2013 Dynamic Human Surface Reconstruction Using a Single Kinect
abstract
This paper presents a system for robust dynamic human surface reconstruction using a single Kinect. The single Kinect provides a self-occluded and noisy RGBD data. Thus it is challenging to track the whole human surface robustly. To overcome both incompleteness and data noise, we adopt a template to confine the shape in the un-seen part, and propose a two-stage tracking pipeline. The first stage tracks the articulated motion of the human, which improves robustness of tracking by introducing more constraints between the surface points. The second stage tracks movements of non-articulated motion. For long sequences, we stabilize the human surface in the un-seen part by directly warping the surface from the first frame to the current frame according to sequentially tracked correspondences, preventing surface from collapsing caused by error accumulation. We demonstrate our method by several real captured RGBD data, containing complex human motion. The reconstruction results show the effectiveness and robustness of our method.
Ming Zeng 0008, Jiaxiang Zheng, Xinguo Liu
CAD/Graphics2
2013 Templateless Quasi-rigid Shape Modeling with Implicit Loop-Closure
abstract
This paper presents a method for quasi-rigid objects modeling from a sequence of depth scans captured at different time instances. As quasi-rigid objects, such as human bodies, usually have shape motions during the capture procedure, it is difficult to reconstruct their geometries. We represent the shape motion by a deformation graph, and propose a model-to-part method to gradually integrate sampled points of depth scans into the deformation graph. Under an as-rigid-as-possible assumption, the model-to-part method can adjust the deformation graph non-rigidly, so as to avoid error accumulation in alignment, which also implicitly achieves loop-closure. To handle the drift and topological error for the deformation graph, two algorithms are introduced. First, we use a two-stage registration to largely keep the rigid motion part. Second, in the step of graph integration, we topology-adaptively integrate new parts and dynamically control the regularization effect of the deformation graph. We demonstrate the effectiveness and robustness of our method by several depth sequences of quasi-rigid objects, and an application in human shape modeling.
Ming Zeng 0008, Jiaxiang Zheng, Xinguo Liu
CVPR2
2013 Octree-based fusion for realtime 3D reconstruction
Ming Zeng 0008, Fukai Zhao, Jiaxiang Zheng, Xinguo Liu
Graph. Model.3
2012 A Memory-Efficient KinectFusion Using Octree
Ming Zeng 0008, Fukai Zhao, Jiaxiang Zheng, Xinguo Liu
CVM3