EDBT 2026 Demo / reviewers in the wild / expert
Xiang Feng 0004
dblp:19/3734-4
· DBLP profile ↗
9ranked-venue papers
3as first author
9since 2021 · last 2026
0009-0003-4439-2253ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 9 · 3 first-author · 9 since 2021Artificial intelligence and machine learning · 5 · 1 first-author · 5 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | ElastoGen: 4D Generative ElastodynamicsabstractWe present ElastoGen, a knowledge-driven AI model that generates physically accurate 4D elastodynamics. Unlike deep models that learn from video- or image-based observations, ElastoGen leverages the principles of physics and learns from established mathematical and optimization procedures. The core idea of ElastoGen is converting the differential equation, corresponding to the nonlinear force equilibrium, into a series of iterative local convolution-like operations, which naturally fit deep architectures. We carefully build our network module following this overarching design philosophy. ElastoGen is much more lightweight in terms of both training requirements and network scale than deep generative models. Because of its alignment with actual physical procedures, ElastoGen efficiently generates accurate dynamics for a wide range of hyperelastic materials and can be easily integrated with upstream and downstream deep modules to enable end-to-end 4D generation. Yutao Feng, Yintong Shang, Xiang Feng 0004, Lei Lan, Shandian Zhe, Tianjia Shao, Hongzhi Wu, Kun Zhou 0001, Chenfanfu Jiang, Yin Yang 0002 |
AAAI | 3 |
| 2026 | MPM Lite: Linear Kernels and Integration without ParticlesabstractWe introduce MPM Lite, a hybrid Lagrangian/Eulerian method that eliminates the need for particle-based quadrature at solve time. Standard Material Point Method (MPM) practices suffer from a performance bottleneck where expensive implicit solves are proportional to particle-per-cell (PPC) counts due to the the choices of particle-based quadrature and wide-stencil kernels. By contrast, MPM Lite treats particles primarily as carriers of kinematic state and material history. Conceptualizing the background Cartesian grid as a voxel hexahedral mesh, we resample particle states onto fixed-location quadrature points using efficient, compact linear kernels. This architectural shift allows force assembly and the entire time-integration process to proceed without accessing particles, thus making the solver's complexity independent of the particle count. At the core of our method is a novel stress transfer and stretch reconstruction strategy. To avoid non-physical averaging of deformation gradients, we resample the extensive Kirchhoff stress and derive a rotation-free deformation reference solution, which naturally supports an optimization-based incremental potential formulation. Consequently, MPM Lite can be implemented as modular resampling units coupled with an FEM-style integration module, enabling the direct use of off-the-shelf nonlinear solvers, preconditioners, and unambiguous boundary conditions. We demonstrate through extensive experiments that MPM Lite preserves the robustness and versatility of traditional MPM across diverse materials while delivering significant speedups in implicit settings while simultaneously improving explicit ones. Project page: https://mpmlite.github.io. Xiang Feng 0004, Yunuo Chen 0001, Chang Yu 0005, Hao Su 0001, Demetri Terzopoulos, Yin Yang 0002, Joseph Masterjohn, Alejandro M. Castro, Chenfanfu Jiang |
ACM Trans. Graph. | 1 |
| 2025 | ARM: Appearance Reconstruction Model for Relightable 3D GenerationabstractRecent image-to-ЗD reconstruction models have greatly advanced geometry generation, but they still struggle to faithfully generate realistic appearance. To address this, we introduce ARM, a novel method that reconstructs high-quality 3D meshes and realistic appearance from sparse-view images. The core of ARM lies in decoupling geometry from appearance, processing appearance within the UV texture space. Unlike previous methods, ARM improves texture quality by explicitly back-projecting measurements onto the texture map and processing them in a UV space module with a global receptive field. To resolve ambiguities between material and illumination in input images, ARM introduces a material prior that encodes semantic appearance information, enhancing the robustness of appearance decomposition. Trained on just 8 H100 GPUs, ARM outperforms existing methods both quantitatively and qualitatively. Our project page is available at https://arm-aigc.github.io. Xiang Feng 0004, Chang Yu 0005, Zoubin Bi, Yintong Shang, Feng Gao 0013, Hongzhi Wu, Kun Zhou 0001, Chenfanfu Jiang, Yin Yang 0002 |
CVPR | 1 |
| 2025 | Gaussian Splashing: Unified Particles for Versatile Motion Synthesis and RenderingabstractWe demonstrate the feasibility of integrating physics-based animations of solids and fluids with 3D Gaussian Splatting (3DGS) to create novel effects in virtual scenes reconstructed using 3DGS. Leveraging the coherence of the Gaussian Splatting and Position-Based Dynamics (PBD) in the underlying representation, we manage rendering, view synthesis, and the dynamics of solids and fluids in a cohesive manner. Similar to GaussianShader, we enhance each Gaussian kernel with an added normal, aligning the kernel’s orientation with the surface normal to refine the PBD simulation. This approach effectively eliminates spiky noises that arise from rotational deformation in solids. It also allows us to integrate physically based rendering to augment the dynamic surface reflections on fluids. Consequently, our framework is capable of realistically reproducing surface highlights on dynamic fluids and facilitating interactions between scene objects and fluids from new views. Yutao Feng, Xiang Feng 0004, Yintong Shang, Chang Yu 0005, Zeshun Zong, Tianjia Shao, Hongzhi Wu, Kun Zhou 0001, Chenfanfu Jiang, Yin Yang 0002 |
CVPR | 2 |
| 2025 | OpenSubstance: A High-Quality Measured Dataset of Multi-View and -Lighting Images and Shapes
Fan Pei, Jinchen Bai, Xiang Feng 0004, Zoubin Bi, Kun Zhou 0001, Hongzhi Wu |
ICCV | 3 |
| 2025 | Learning Photometric Feature Transform for Free-Form Object ScanabstractWe propose a novel framework to automatically learn to aggregate and transform photometric measurements from multiple unstructured views into spatially distinctive and view-invariant low-level features, which are subsequently fed to a multi-view stereo pipeline to enhance 3D reconstruction. The illumination conditions during acquisition and the feature transform are jointly trained on a large amount of synthetic data. We further build a system to reconstruct both the geometry and anisotropic reflectance of a variety of challenging objects from hand-held scans. The effectiveness of the system is demonstrated with a lightweight prototype, consisting of a camera and an array of LEDs, as well as an off-the-shelf tablet. Our results are validated against reconstructions from a professional 3D scanner and photographs, and compare favorably with state-of-the-art techniques. Xiang Feng 0004, Kaizhang Kang, Fan Pei, Huakeng Ding, Jinjiang You, Ping Tan 0002, Kun Zhou 0001, Hongzhi Wu |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2024 | Real-Time Acquisition and Reconstruction of Dynamic Volumes with Neural Structured IlluminationabstractWe propose a novel framework for real-time acquisition and reconstruction of temporally-varying 3D phenomena with high quality. The core of our framework is a deep neural network, with an encoder that directly maps to the structured illumination during acquisition, a decoder that predicts a 1D density distribution from single-pixel measurements under the optimized lighting, and an aggregation module that combines the predicted densities for each camera into a single volume. It enables the automatic and joint optimization of physical acquisition and computational reconstruction, and is flexible to adapt to different hardware configurations. The effectiveness of our framework is demonstrated on a lightweight setup with an off-the-shelf projector and one or multiple cameras, achieving a performance of 40 volumes per second at a spatial resolution of 1283. We compare favorably with state-of-the-art techniques in real and synthetic experiments, and evaluate the impact of various factors over our pipeline. Yixin Zeng 0001, Zoubin Bi, Mingrui Yin, Xiang Feng 0004, Kun Zhou 0001, Hongzhi Wu |
CVPR | 4 |
| 2024 | GS3: Efficient Relighting with Triple Gaussian SplattingabstractWe present a spatial and angular Gaussian based representation and a triple splatting process, for real-time, high-quality novel lighting-and-view synthesis from multi-view point-lit input images. To describe complex appearance, we employ a Lambertian plus a mixture of angular Gaussians as an effective reflectance function for each spatial Gaussian. To generate self-shadow, we splat all spatial Gaussians towards the light source to obtain shadow values, which are further refined by a small multi-layer perceptron. To compensate for other effects like global illumination, another network is trained to compute and add a per-spatial-Gaussian RGB tuple. The effectiveness of our representation is demonstrated on 30 samples with a wide variation in geometry (from solid to fluffy) and appearance (from translucent to anisotropic), as well as using different forms of input data, including rendered images of synthetic/reconstructed objects, photographs captured with a handheld camera and a flash, or from a professional lightstage. We achieve a training time of 40-70 minutes and a rendering speed of 90 fps on a single commodity GPU. Our results compare favorably with state-of-the-art techniques in terms of quality/performance. Our code and data are publicly available at https://GSrelight.github.io/. Zoubin Bi, Yixin Zeng 0001, Chong Zeng 0001, Fan Pei, Xiang Feng 0004, Kun Zhou 0001, Hongzhi Wu |
SIGGRAPH Asia | 5 |
| 2023 | Differentiable Dynamic Visible-Light TomographyabstractWe propose the first visible-light tomography system for real-time acquisition and reconstruction of general temporally-varying 3D phenomena. Using a single high-speed camera, a high-performance LED array and optical fibers with a total length of 5 km, we build a novel acquisition setup with no mechanical movements to simultaneously sample using 1,920 interleaved sources and detectors with a complete 360 ° coverage. Next, we introduce a novel differentiable framework to map both tomography acquisition and reconstruction to a carefully designed autoencoder. This allows the joint and automatic optimization of both processes in an end-to-end fashion, essentially learning to physically compress and computationally decompress the target information. Our framework can adapt to various factors, and trade between capture speed and reconstruction quality. We achieve an acquisition speed of up to 36.8 volumes per second at a spatial resolution of 32 × 128 × 128; each volume is captured with as few as 8 images. The effectiveness of the system is demonstrated on acquiring various dynamic scenes. Our results are also validated with the reconstructions computed from the measurements with one source on at a time, and compare favorably with state-of-the-art techniques. Kaizhang Kang, Zoubin Bi, Xiang Feng 0004, Yican Dong, Kun Zhou 0001, Hongzhi Wu |
SIGGRAPH Asia | 3 |