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Qinbo Li

dblp:169/0931 · DBLP profile ↗
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9ranked-venue papers
4as first author
5since 2021 · last 2025
0009-0001-0733-0868ORCID · corroborated

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

Artificial intelligence and machine learning · 7 · 2 first-author · 5 since 2021Graphics, computer vision, multimedia, augmented reality and games · 5 · 1 first-author · 4 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 first-author

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
5 papers
Rendering · 72% Geometric modeling and processing · 25% Virtual and augmented reality · 3%
Artificial intelligence
2 papers
Generative modeling · 57% 3D vision · 43%

Topics — the 12 heaviest of 13, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › gaussian splatting
3d gaussian splatting
0.912025
Textured Gaussians for Enhanced 3D Scene Appearance Modeling · CVPR 2025
Geometric modeling and processing › mesh processing
mesh simplification
0.812024
LTM: Lightweight Textured Mesh Extraction and Refinement of Large Unbounded Scenes for Efficient Storage and Real-Time Rendering · CVPR 2024
Rendering › real-time rendering
mobile rendering
0.812024
LTM: Lightweight Textured Mesh Extraction and Refinement of Large Unbounded Scenes for Efficient Storage and Real-Time Rendering · CVPR 2024
Rendering
neural radiance fields
0.812024
Taming Latent Diffusion Model for Neural Radiance Field Inpainting · ECCV (3) 2024
Rendering
neural rendering
0.812024
LTM: Lightweight Textured Mesh Extraction and Refinement of Large Unbounded Scenes for Efficient Storage and Real-Time Rendering · CVPR 2024
Rendering
real-time rendering
0.812024
LTM: Lightweight Textured Mesh Extraction and Refinement of Large Unbounded Scenes for Efficient Storage and Real-Time Rendering · CVPR 2024
Machine learning › Generative modeling
diffusion model
0.712023
Consistent View Synthesis with Pose-Guided Diffusion Models · CVPR 2023
Computer vision › 3D vision
novel view synthesis
0.712023
Consistent View Synthesis with Pose-Guided Diffusion Models · CVPR 2023
Rendering › novel view synthesis
dynamic view synthesis
0.412020
Synthesizing light field from a single image with variable MPI and two network fusion · ACM Trans. Graph. 2020
Rendering › novel view synthesis
multiplane image
0.412020
Synthesizing light field from a single image with variable MPI and two network fusion · ACM Trans. Graph. 2020
Machine learning › Generative modeling › diffusion model
latent diffusion model
0.212024
Taming Latent Diffusion Model for Neural Radiance Field Inpainting · ECCV (3) 2024
Virtual and augmented reality
immersive experience
0.212023
Consistent View Synthesis with Pose-Guided Diffusion Models · CVPR 2023

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

latent diffusion model · 1.5epipolar constraint · 1.3diffusion model · 1.3attention · 1.3texture mapping · 0.9alpha mapping · 0.9neural SDF baking · 0.8differentiable rendering · 0.8appearance-geometry refinement · 0.8convolutional neural network · 0.4
YearPublicationVenuePosition
2025 Textured Gaussians for Enhanced 3D Scene Appearance Modeling
abstract
3D Gaussian Splatting (3DGS) has emerged as the state-of-the-art 3D reconstruction technique, offering high-quality results with fast training and rendering. However, its expressivity is limited as pixels covered by the same Gaussian share identical colors aside from a Gaussian falloff scaling factor, and individual Gaussians can only represent simple ellipsoids geometrically. To overcome these limitations, we integrate texture and alpha mapping from traditional graphics with 3DGS. Our approach augments each Gaussian with alpha, RGB, or RGBA texture maps to model spatially varying color and opacity across each Gaussian’s extent. This allows Gaussians to represent richer texture patterns and geometric structures beyond single-color ellipsoids. Notably, alpha-only texture maps significantly improve Gaussian expressivity, while further augmenting with RGB texture maps achieve maximum expressivity. We validate our method on a wide variety of standard benchmark datasets and our own custom captures at both the object and scene levels, and demonstrate image quality improvements over existing methods while using a similar or lower number of Gaussians.
Brian Chao, Hung-Yu Tseng, Lorenzo Porzi, Chen Gao 0003, Tuotuo Li, Qinbo Li, Ayush Saraf, Jia-Bin Huang 0001, Johannes Kopf 0001, Gordon Wetzstein, Changil Kim 0001
CVPR6
2024 LTM: Lightweight Textured Mesh Extraction and Refinement of Large Unbounded Scenes for Efficient Storage and Real-Time Rendering
abstract
Advancements in neural signed distance fields (SDFs) have enabled modeling 3D surface geometry from a set of 2D images of real-world scenes. Baking neural SDFs can extract explicit mesh with appearance baked into texture maps as neural features. The baked meshes still have a large memory footprint and require a powerful GPU for real-time rendering. Neural optimization of such large meshes with differentiable rendering pose significant challenges. We propose a method to produce optimized meshes for large unbounded scenes with low triangle budget and high fidelity of geometry and appearance. We achieve this by combining advancements in baking neural SDFs with classical mesh simplification techniques and proposing a joint appearance-geometry refinement step. The visual quality is comparable to or better than state-of-the-art neural meshing and baking methods with high geometric accuracy despite significant reduction in triangle count, making the produced meshes efficient for storage, transmission, and rendering on mobile hardware. We validate the effectiveness of the proposed method on large unbounded scenes from mip-NeRF 360, Tanks & Temples, and Deep Blending datasets, achieving at-par rendering quality with 73 x reduced triangles and 11 x reduction in memory footprint.
Rajvi Shah, Qinbo Li, Yipeng Wang 0018, Ayush Saraf, Changil Kim 0001, Jia-Bin Huang 0001, Dinesh Manocha, Suhib Alsisan, Johannes Kopf 0001
CVPR3
2024 Taming Latent Diffusion Model for Neural Radiance Field Inpainting
Chieh Hubert Lin, Changil Kim 0001, Jia-Bin Huang 0001, Qinbo Li, Chih-Yao Ma, Johannes Kopf 0001, Ming-Hsuan Yang 0001, Hung-Yu Tseng
ECCV (3)4
2023 Consistent View Synthesis with Pose-Guided Diffusion Models
abstract
Novel view synthesis from a single image has been a cornerstone problem for many Virtual Reality applications that provide immersive experiences. However, most existing techniques can only synthesize novel views within a limited range of camera motion or fail to generate consistent and high-quality novel views under significant camera movement. In this work, we propose a pose-guided diffusion model to generate a consistent long-term video of novel views from a single image. We design an attention layer that uses epipolar lines as constraints to facilitate the association between different viewpoints. Experimental results on synthetic and real-world datasets demonstrate the effectiveness of the proposed diffusion model against state-of-the-art transformer-based and GAN-based approaches. More qualitative results are available at https://poseguided-diffusion.github.io/.
Hung-Yu Tseng, Qinbo Li, Changil Kim 0001, Suhib Alsisan, Jia-Bin Huang 0001, Johannes Kopf 0001
CVPR2
2021 Video Face Recognition with Audio-Visual Aggregation Network
Qinbo Li, Qing Wan, Yoonsuck Choe
ICONIP (4)1
2020 Synthesizing light field from a single image with variable MPI and two network fusion
abstract
We propose a learning-based approach to synthesize a light field with a small baseline from a single image. We synthesize the novel view images by first using a convolutional neural network (CNN) to promote the input image into a layered representation of the scene. We extend the multiplane image (MPI) representation by allowing the disparity of the layers to be inferred from the input image. We show that, compared to the original MPI representation, our representation models the scenes more accurately. Moreover, we propose to handle the visible and occluded regions separately through two parallel networks. The synthesized images using these two networks are then combined through a soft visibility mask to generate the final results. To effectively train the networks, we introduce a large-scale light field dataset of over 2,000 unique scenes containing a wide range of objects. We demonstrate that our approach synthesizes high-quality light fields on a variety of scenes, better than the state-of-the-art methods.
Qinbo Li, Nima Khademi Kalantari
ACM Trans. Graph.1
2019 Increasing Transparent and Accountable Use of Data by Quantifying the Actual Privacy Risk in Interactive Record Linkage
Qinbo Li, Adam G. D'Souza, Mahin Ramezani, Cason D. Schmit, Hye-Chung Kum
AMIA1
2016 Dynamical analysis of recurrent neural circuits in articulated limb controllers for tool use
abstract
Recurrent neural networks (RNNs) often show very complicated temporal behavior. In this paper, we investigate the dynamics of a simple recurrent neural network used in a nontrivial articulated limb control task in a tool use domain. The RNN for the task is evolved by the NeuroEvolution of Augmenting Topologies (NEAT) algorithm. As a non-linear dynamical system, RNNs exhibit strong correlation between their external behavior and internal dynamics. Discovery of the fixed points and limit cycles in the system dynamics will help us understand the roles of neurons and connections in the neural network, and provide insights on how to analyze the function of biology-based nervous systems. We hope our results can provide new criteria to the evaluation of the evolved RNNs, and help the diagnosis of the failures in control problems using neuroevolution.
Qinbo Li, Jaewook Yoo, Yoonsuck Choe
IJCNN2
2015 Emergence of tool use in an articulated limb controlled by evolved neural circuits
abstract
Tool use requires high levels of cognitive function and is only observed in higher mammals and some avian species such as corvids. In this paper, we will investigate how the capability to use tools can spontaneously emerge in a simulated evolution of a two degree-of-freedom articulated limb. The controller for the limb was evolved as neural circuits that can gradually take on arbitrary topologies (NeuroEvolution of Augmenting Topologies, or NEAT). First, we show how very broad fitness criteria such as distance to the target, number of steps to reach the target, and tool pick-up frequency are enough to give rise to tool using behavior. Second, we analyze the evolved neural circuits to find properties that enable tool use. We expect our results to help us understand the origin of tool use and the kind of neural circuits that enabled such a powerful trait.
Qinbo Li, Jaewook Yoo, Yoonsuck Choe
IJCNN1