Qi Wang 0111

dblp:19/1924-111 · DBLP profile ↗
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14ranked-venue papers
2as first author
13since 2021 · last 2026
0000-0002-6326-3209ORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 11 · 2 first-author · 11 since 2021Artificial intelligence and machine learning · 5 · 1 first-author · 4 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
YearPublicationVenuePosition
2026 Slender3D: Curve-Guided Multi-View Reconstruction of Slender Structures
abstract
Although geometric reconstruction of general objects from images has made remarkable progress in recent years, slender structures remain largely underexplored, despite their critical importance in engineering, biomedical, and agricultural applications. To bridge this gap, we propose a dedicated 2DGS-based geometric reconstruction framework tailored for slender structures, achieving accurate and faithful geometry recovery. Our method first addresses the challenge that most slender objects are texture-less, which hinders reliable feature matching and pose estimation in traditional SfM pipelines. By leveraging the curve-like nature of slender structures, we perform a curve-guided SfM process that provides robust camera poses and accurate 3D curve initialization for Gaussian primitives. To ensure SfM reliability, we introduce a high-precision mask extraction strategy that integrates geometric priors with a segmentation network, effectively handling self-occlusion and thin geometry. Furthermore, to enhance fine geometric recovery, we incorporate a differentiable Poisson reconstruction module to extract an initial mesh during training, which is then refined via image-space iterative optimization using differentiable mesh rasterization. In contrast to conventional approaches that rely on differentiable Gaussian rasterization followed by TSDF-based mesh extraction, our method avoids the additional geometric errors and artifacts introduced during the intermediate TSDF conversion, thereby improving the overall reconstruction quality. Comprehensive experiments on both synthetic and real-world datasets validate that our method achieves superior reconstruction quality compared to state-of-the-art approaches.
Suqin Wang, Zeyi Wang, Min Shi 0005, Zhaoxin Li, Qi Wang 0111, Xiujuan Chai, Dengming Zhu
AAAI5
2026 Corrigendum to "LDM: Large tensorial SDF model for textured mesh generation" [Graphical Models, Volume 140, August 2025, 101271]
Rengan Xie, Xiaoliang Luo, Lvchun Wang, Qi Wang 0111, Qi Ye 0001, Wei Chen 0001, Wenting Zheng, Yuchi Huo
Graph. Model.6
2025 HR Human: Modeling Human Avatars with Triangular Mesh and High-Resolution Textures from Videos
Yuchi Huo, Qi Wang 0111, Wenting Zheng, Rengan Xie
CVM (2)4
2025 Inverse Rendering using Multi-Bounce Path Tracing and Reservoir Sampling
abstract
We introduce MIRReS, a novel two-stage inverse rendering framework that jointly reconstructs and optimizes explicit geometry, materials, and lighting from multi-view images. Unlike previous methods that rely on implicit irradiance fields or oversimplified ray tracing, our method begins with an initial stage that extracts an explicit triangular mesh. In the second stage, we refine this representation using a physically-based inverse rendering model with multi-bounce path tracing and Monte Carlo integration. This enables our method to accurately estimate indirect illumination effects, including self-shadowing and internal reflections, leading to a more precise intrinsic decomposition of shape, material, and lighting. To address the noise issue in Monte Carlo integration, we incorporate reservoir sampling, improving convergence and enabling efficient gradient-based optimization with low sample counts. Through both qualitative and quantitative assessments across various scenarios, especially those with complex shadows, we demonstrate that our method achieves state-of-the-art decomposition performance. Furthermore, our optimized explicit geometry seamlessly integrates with modern graphics engines supporting downstream applications such as scene editing, relighting, and material editing.
Yuxin Dai, Qi Wang 0111, Jingsen Zhu, Dianbing Xi, Yuchi Huo, Chen Qian 0006, Ying He 0001
ICLR2
2025 Leveraging Pretrained Diffusion Models for Zero-Shot Part Assembly
abstract
3D part assembly aims to understand part relationships and predict their 6-DoF poses to construct realistic 3D shapes, addressing the growing demand for autonomous assembly, which is crucial for robots. Existing methods mainly estimate the transformation of each part by training neural networks under supervision, which requires a substantial quantity of manually labeled data. However, the high cost of data collection and the immense variability of real-world shapes and parts make traditional methods impractical for large-scale applications. In this paper, we propose first a zero-shot part assembly method that utilizes pre-trained point cloud diffusion models as discriminators in the assembly process, guiding the manipulation of parts to form realistic shapes. Specifically, we theoretically demonstrate that utilizing a diffusion model for zero-shot part assembly can be transformed into an Iterative Closest Point (ICP) process. Then, we propose a novel pushing-away strategy to address the overlap parts, thereby further enhancing the robustness of the method. To verify our work, we conduct extensive experiments and quantitative comparisons to several strong baseline methods, demonstrating the effectiveness of the proposed approach, which even surpasses the supervised learning method. The code has been released on https://github.com/Ruiyuan-Zhang/Zero-Shot-Assembly.
Ruiyuan Zhang, Qi Wang 0111, Yuchi Huo, Chao Wu 0001
IJCAI2
2025 Efficient Object Reconstruction with Differentiable Area Light Shading
abstract
In 3D object reconstruction from photographs, estimating material properties is challenging. We propose an inverse rendering method that uses active area lighting: as this provides a wider range of lighting angles per photo than point lighting, material reconstruction can be more accurate for the same number of photos. We compare area light shading with point lighting. With either mesh or 3D Gaussian splatting pipelines, area lighting can improve BRDF reconstruction and leads to +3 dB relighting PSNR over point lights, or need only \(\nicefrac {1}{5}\) of the input photos for the same quality. We also compare area light shading with Monte Carlo ray tracing and with differential linearly transformed cosines (LTC) plus shadow visibility weighting. LTC can be faster, improving optimization times by 25%. In SOTA method-level comparisons, our approach improves material reconstruction, particularly for material roughness, leading to superior relighting quality.
Yaoan Gao, Jiamin Xu, James Tompkin 0001, Qi Wang 0111, Hujun Bao, Yujun Shen, Huamin Wang 0001, Changqing Zou, Weiwei Xu 0003
SIGGRAPH Asia4
2025 WaterGS: Physically-Based Imaging in Gaussian Splatting for Underwater Scene Reconstruction
abstract
Abstract Reconstructing underwater object geometry from multi‐view images is a long‐standing challenge in computer graphics, primarily due to image degradation caused by underwater scattering, blur, and color shift. These degradations severely impair feature extraction and multi‐view consistency. Existing methods typically rely on pre‐trained image enhancement models as a preprocessing step, but often struggle with robustness under varying water conditions. To overcome these limitations, we propose WaterGS, a novel framework for underwater surface reconstruction that jointly recovers accurate 3D geometry and restores true object colors. The core of our approach lies in introducing a Physically‐Based imaging model into the rendering process of 2D Gaussian Splatting. This enables accurate separation of true object colors from water‐induced distortions, thereby facilitating more robust photometric alignment and denser geometric reconstruction across views. Building upon this improved photometric consistency, we further introduce a Gaussian bundle adjustment scheme guided by our physical model to jointly optimize camera poses and geometry, enhancing reconstruction accuracy. Extensive experiments on synthetic and real‐world datasets show that WaterGS achieves robust, high‐fidelity reconstruction directly from raw underwater images, outperforming prior approaches in both geometric accuracy and visual consistency.
S. Q. Wang, W. B. Wu, Min Shi 0005, Zhaoxin Li, Qi Wang 0111, Dengming Zhu
Comput. Graph. Forum5
2025 LDM: Large tensorial SDF model for textured mesh generation
abstract
Previous efforts have managed to generate production-ready 3D assets from text or images. However, these methods primarily employ NeRF or 3D Gaussian representations, which are not adept at producing smooth, high-quality geometries required by modern rendering pipelines. In this paper, we propose LDM, a L arge tensorial S D F M odel, which introduces a novel feed-forward framework capable of generating high-fidelity, illumination-decoupled textured mesh from a single image or text prompts. We firstly utilize a multi-view diffusion model to generate sparse multi-view inputs from single images or text prompts, and then a transformer-based model is trained to predict a tensorial SDF field from these sparse multi-view image inputs. Finally, we employ a gradient-based mesh optimization layer to refine this model, enabling it to produce an SDF field from which high-quality textured meshes can be extracted. Extensive experiments demonstrate that our method can generate diverse, high-quality 3D mesh assets with corresponding decomposed RGB textures within seconds. The project code is available at https://github.com/rgxie/LDM .
Rengan Xie, Xiaoliang Luo, Lvchun Wang, Qi Wang 0111, Qi Ye 0001, Wei Chen 0001, Wenting Zheng, Yuchi Huo
Graph. Model.6
2025 Ultra-High Resolution Facial Texture Reconstruction from a Single Image
abstract
Advances in mobile cameras have made it easier to capture ultra-high resolution (UHR) portraits. However, existing face reconstruction methods lack specific adaptations for UHR input (e.g., 4096 × 4096), leading to under-use of high-frequency details that are crucial for achieving photorealistic rendering. Our method supports 4096 × 4096 UHR input and utilizes a divide-and-conquer approach for end-to-end 4K albedo, micronormal, and specular texture reconstruction at the original resolution. We employ a two-stage strategy to capture both global distributions and local high-frequency details, effectively mitigating mosaic and seam artifacts common in patch-based prediction. Additionally, we innovatively apply hash encoding to facial U-V coordinates to boost the model’s ability to learn regional high-frequency feature distributions. Our method can be easily incorporated in state-of-the-art facial geometry reconstruction pipelines, significantly improving the texture reconstruction quality, facilitating artistic creation workflows.
Hongxiang Huang, Guoyuan An, Jingzhen Lan, Qi Wang 0111, Rui Wang 0004, Yuchi Huo
Comput. Vis. Media4
2025 A Biophysical-Based Skin Model for Heterogeneous Volume Rendering
abstract
Realistic human skin rendering has been a long-standing challenge in computer graphics. Recently, biophysical-based skin rendering has received increasing attention, as it provides a more realistic skin-rendering and a more intuitive way to adjust the skin style. In this work, we present a novel heterogeneous biophysical-based volume rendering method for human skin that improves the realism of skin appearance while easily simulating various types of skin effects, including skin diseases, by modifying biological coefficient textures. Specifically, we introduce a two-layer skin representation by mesh deformation that explicitly models the epidermis and dermis with heterogeneous volumetric medium layers containing the corresponding spatially varying melanin and hemoglobin, respectively. Furthermore, to better facilitate skin acquisition, we introduced a learning-based framework that automatically estimates spatially varying biological coefficients from an albedo texture, enabling biophysical-based and intuitive editing, such as tanning, pathological vitiligo, and freckles. We illustrated the effects of multiple skin-editing applications and demonstrated superior quality to the commonly used random walk skin-rendering method, with more convincing skin details regarding subsurface scattering.
Qi Wang 0111, Fujun Luan, Yuxin Dai, Yuchi Huo, Hujun Bao, Rui Wang 0004
Comput. Vis. Media1
2024 Error-aware Sampling in Adaptive Shells for Neural Surface Reconstruction
Qi Wang 0111, Yuchi Huo, Qi Ye 0001, Rui Wang 0004, Hujun Bao
IJCAI1
2024 Neural Kernel Regression for Consistent Monte Carlo Denoising
abstract
Unbiased Monte Carlo path tracing that is extensively used in realistic rendering produces undesirable noise, especially with low samples per pixel (spp). Recently, several methods have coped with this problem by importing unbiased noisy images and auxiliary features to neural networks to either predict a fixed-sized kernel for convolution or directly predict the denoised result. Since it is impossible to produce arbitrarily high spp images as the training dataset, the network-based denoising fails to produce high-quality images under high spp. More specifically, network-based denoising is inconsistent and does not converge to the ground truth as the sampling rate increases. On the other hand, the post-correction estimators yield a blending coefficient for a pair of biased and unbiased images influenced by image errors or variances to ensure the consistency of the denoised image. As the sampling rate increases, the blending coefficient of the unbiased image converges to 1, that is, using the unbiased image as the denoised results. However, these estimators usually produce artifacts due to the difficulty of accurately predicting image errors or variances with low spp. To address the above problems, we take advantage of both kernel-predicting methods and post-correction denoisers. A novel kernel-based denoiser is proposed based on distribution-free kernel regression consistency theory, which does not explicitly combine the biased and unbiased results but constrain the kernel bandwidth to produce consistent results under high spp. Meanwhile, our kernel regression method explores bandwidth optimization in the robust auxiliary feature space instead of the noisy image space. This leads to consistent high-quality denoising at both low and high spp. Experiment results demonstrate that our method outperforms existing denoisers in accuracy and consistency.
Pengju Qiao, Qi Wang 0111, Yuchi Huo, Shiji Zhai, Wei Hua 0002, Hujun Bao, Tao Liu 0016
ACM Trans. Graph.2
2021 WaveLines: towards effective visualization and analysis of stability in power grid simulation
Tian-Ye Zhang, Qi Wang 0111, Liwen Lin, Jiazhi Xia, Xiwang Xu, Yanhao Huang, Wenting Zheng, Wei Chen 0001
Frontiers Comput. Sci.2
2019 Visual Exploration of Air Quality Data with a Time-correlation-partitioning Tree Based on Information Theory
abstract
<?tight?>Discovering the correlations among variables of air quality data is challenging, because the correlation time series are long-lasting, multi-faceted, and information-sparse. In this article, we propose a novel visual representation, called Time-correlation-partitioning (TCP) tree, that compactly characterizes correlations of multiple air quality variables and their evolutions. A TCP tree is generated by partitioning the information-theoretic correlation time series into pieces with respect to the variable hierarchy and temporal variations, and reorganizing these pieces into a hierarchically nested structure. The visual exploration of a TCP tree provides a sparse data traversal of the correlation variations and a situation-aware analysis of correlations among variables. This can help meteorologists understand the correlations among air quality variables better. We demonstrate the efficiency of our approach in a real-world air quality investigation scenario.
Fangzhou Guo, Tianlong Gu, Wei Chen 0001, Feiran Wu, Qi Wang 0111, Lei Shi 0002, Huamin Qu
ACM Trans. Interact. Intell. Syst.5