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Jing-Wen Yang 0002

dblp:204/2956-2 · DBLP profile ↗
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2ranked-venue papers
2as first author
2since 2021 · last 2026
0009-0009-0359-4442ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-author · 2 since 2021Artificial intelligence and machine learning · 1 · 1 first-author · 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
1 paper
Rendering · 100%

Topics — the 1 heaviest of 1, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
dynamic scene representation
0.812024
DMiT: Deformable Mipmapped Tri-Plane Representation for Dynamic Scenes · ECCV (55) 2024

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

mipmapping · 0.8
YearPublicationVenuePosition
2026 MesoSplats: Texture Synthesis With Gaussian Splatting
abstract
Texture is fundamental to high-fidelity rendering of 3D digital assets, directly influencing scene detail and visual realism. Existing methods typically adopt 2D texture mapping, where texture images are either manually created or synthesized from exemplars. While advances in texture synthesis have improved 2D texture quality, 2D representations remain inadequate for modeling volumetric meso-structure textures with complex geometry. Methods targeting meso-structure textures often struggle to capture high-frequency details and lack real-time rendering capabilities, limiting their practical use. We propose MesoSplats, a neural implicit method for extracting and synthesizing meso-structure textures using 3D Gaussian splatting. Given the multi-view images containing the meso-structure geometric details, our approach supports texture extraction, synthesis, and real-time rendering. We introduce a mesh-Gaussian hybrid representation that decouples geometry into a coarse base mesh and embedded 3D Gaussians, guided by initial point cloud constraints to enhance reconstruction fidelity. Local implicit texture features are sampled from the base mesh surface and further refined through a proposed Consistency Tuning strategy, which enforces alignment between the reconstruction and sampling spaces. To boost texture synthesis quality, we incorporate a tileability-aware patch-matching algorithm alongside a smoothness regularization on the latent feature space to ensure spatial coherence. Extensive quantitative and qualitative experiments demonstrate the effectiveness of our method.
Jing-Wen Yang 0002, Jie Yang 0038, Yihua Huang 0002, Yongliang Yang 0002, Yan-Pei Cao 0001, Lin Gao 0004
IEEE Trans. Vis. Comput. Graph.1
2024 DMiT: Deformable Mipmapped Tri-Plane Representation for Dynamic Scenes
Jing-Wen Yang 0002, Jia-Mu Sun, Yongliang Yang 0002, Jie Yang 0038, Ying Shan, Yan-Pei Cao 0001, Lin Gao 0004
ECCV (55)1