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Nianchen Deng

dblp:205/8101 · DBLP profile ↗
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6ranked-venue papers
4as first author
4since 2021 · last 2026
0000-0002-5292-266XORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 6 · 4 first-author · 4 since 2021Human-computer interaction and ubiquitous 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
4 papers
Virtual and augmented reality · 42% Rendering · 32% Visual content generation and editing · 22%
Artificial intelligence
1 paper
3D vision · 100%
Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 100%

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

TopicWeightPapersLastEvidence papers
Visual content generation and editing
3d content creation
1.012026
LIVE-GS: LLM Powers Interactive VR Experience with Physics-Aware Gaussian Splatting · IEEE Trans. Vis. Comput. Graph. 2026
Virtual and augmented reality
immersive interaction
1.012026
LIVE-GS: LLM Powers Interactive VR Experience with Physics-Aware Gaussian Splatting · IEEE Trans. Vis. Comput. Graph. 2026
Rendering › perceptual rendering
foveated rendering
0.612022
FoV-NeRF: Foveated Neural Radiance Fields for Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2022
Rendering
neural radiance fields
0.612022
FoV-NeRF: Foveated Neural Radiance Fields for Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2022
Rendering
neural rendering
0.612022
FoV-NeRF: Foveated Neural Radiance Fields for Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2022
Virtual and augmented reality › immersive rendering
VR rendering
0.612022
FoV-NeRF: Foveated Neural Radiance Fields for Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2022
Virtual and augmented reality
augmented reality
0.312018
A Calibration Method for On-Vehicle AR-HUD System Using Mixed Reality Glasses · VR 2018
Virtual and augmented reality › virtual reality
VR experience
0.312026
LIVE-GS: LLM Powers Interactive VR Experience with Physics-Aware Gaussian Splatting · IEEE Trans. Vis. Comput. Graph. 2026
Computer vision › 3D vision
human mesh recovery
0.212014
Real-time Human Pose and Shape Estimation for Virtual Try-On Using a Single Commodity Depth Camera · IEEE Trans. Vis. Comput. Graph. 2014
Computer vision › 3D vision › pose estimation › pose tracking
real-time pose tracking
0.212014
Real-time Human Pose and Shape Estimation for Virtual Try-On Using a Single Commodity Depth Camera · IEEE Trans. Vis. Comput. Graph. 2014
Computer animation and physical simulation
cloth simulation
0.212014
Real-time Human Pose and Shape Estimation for Virtual Try-On Using a Single Commodity Depth Camera · IEEE Trans. Vis. Comput. Graph. 2014
Visual content generation and editing
virtual try-on
0.212014
Real-time Human Pose and Shape Estimation for Virtual Try-On Using a Single Commodity Depth Camera · IEEE Trans. Vis. Comput. Graph. 2014

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

physical parameter prediction · 1.0large language model · 1.03d gaussian splatting · 1.0multi-viewpoint calibration · 0.7visual acuity modeling · 0.6stereo acuity modeling · 0.6gaze-contingent rendering · 0.6template-based tracking · 0.4shape adaptation · 0.4
YearPublicationVenuePosition
2026 LIVE-GS: LLM Powers Interactive VR Experience with Physics-Aware Gaussian Splatting
abstract
As 3D Gaussian Splatting (3DGS) emerges as a leading approach for novel view synthesis and scene reconstruction, its potential in digital asset creation has gained significant attention. An increasing number of asset libraries based on GS are being established. However, generating physics-based dynamic assets remains a time-consuming and expertise-intensive task, especially for non-experts. In this paper, we propose LIVE-GS, a highly realistic Virtual Reality (VR) system powered by Large Language Models (LLMs), which enables rapid creation of dynamic Gaussian assets and real-time VR interactions. To inform our system design, we conducted interviews to examine challenges faced by current GS-based VR systems and the specific demands of users. Based on these insights, we employed GPT-4o to analyze key physical properties of objects that significantly impact user interactions, ensuring physics-based interactions in VR align with real-world phenomena. A key innovation of LIVE-GS is its ability to predict reasonable parameters in just 10 seconds from static Gaussian assets while maintaining high-quality VR interactions. To validate our approach, we invited participants experienced in physical simulation to manually adjust physical parameters, providing a baseline for comparison in both asset quality and authoring efficiency. We also conducted a comprehensive user study to evaluate system usability and user satisfaction. Experimental results demonstrate that LIVE-GS, leveraging LLMs' scene understanding capabilities, can achieve efficient physical scene creation and natural interactions without requiring manual design or annotation.
Haotian Mao, Hangyu Zhou, Zhuoxiong Xu, Siyue Wei, Yule Quan, Yan Zhang 0101, Zixuan Guo 0003, Nianchen Deng, Xubo Yang
IEEE Trans. Vis. Comput. Graph.8
2022 FoV-NeRF: Foveated Neural Radiance Fields for Virtual Reality
abstract
Virtual Reality (VR) is becoming ubiquitous with the rise of consumer displays and commercial VR platforms. Such displays require low latency and high quality rendering of synthetic imagery with reduced compute overheads. Recent advances in neural rendering showed promise of unlocking new possibilities in 3D computer graphics via image-based representations of virtual or physical environments. Specifically, the neural radiance fields (NeRF) demonstrated that photo-realistic quality and continuous view changes of 3D scenes can be achieved without loss of view-dependent effects. While NeRF can significantly benefit rendering for VR applications, it faces unique challenges posed by high field-of-view, high resolution, and stereoscopic/egocentric viewing, typically causing low quality and high latency of the rendered images. In VR, this not only harms the interaction experience but may also cause sickness. To tackle these problems toward six-degrees-of-freedom, egocentric, and stereo NeRF in VR, we present the first gaze-contingent 3D neural representation and view synthesis method. We incorporate the human psychophysics of visual- and stereo-acuity into an egocentric neural representation of 3D scenery. We then jointly optimize the latency/performance and visual quality while mutually bridging human perception and neural scene synthesis to achieve perceptually high-quality immersive interaction. We conducted both objective analysis and subjective studies to evaluate the effectiveness of our approach. We find that our method significantly reduces latency (up to 99% time reduction compared with NeRF) without loss of high-fidelity rendering (perceptually identical to full-resolution ground truth). The presented approach may serve as the first step toward future VR/AR systems that capture, teleport, and visualize remote environments in real-time.
Nianchen Deng, Zhenyi He, Jiannan Ye, Budmonde Duinkharjav, Praneeth Chakravarthula, Xubo Yang, Qi Sun 0003
IEEE Trans. Vis. Comput. Graph.1
2021 Render-based factorization for additive light field display
abstract
Abstract Augmented Reality (AR) and Virtual Reality (VR) applications enable viewers to experience 3D graphics immersively. However, current hardware either fails to provide multiple viewpoints like projectors or cause conflicts between vergence and accommodation like consumable headsets. Prior researchers have designed multi‐view displays to solve the problem by enabling view‐dependent images and focus cues. Nevertheless, it requires minutes to calculate one frame, which is critical for real‐time AR/VR applications. In this paper, we propose a new render‐based factorization for additive light field display and further improve the performance by optimizing the initialization of layers. We next compare our work with the state of the art and the results show that our solution has competitive results while the calculation takes less than 20 ms for each frame.
Nianchen Deng, Zhenyi He, Xubo Yang
Comput. Animat. Virtual Worlds1
2021 Towards Stereoscopic On-vehicle AR-HUD
Nianchen Deng, Jiannan Ye, Xubo Yang
Vis. Comput.1
2018 A Calibration Method for On-Vehicle AR-HUD System Using Mixed Reality Glasses
abstract
Calibration is a key step for on-vehicle AR-HUD systems to ensure the augmented information to be correctly viewed by the driver. State-of-art calibration methods require setting up of spatial tracking devices or attaching markers on vehicles, which is time-consuming and error-prone. In this paper, we present a novel multi-viewpoints calibration method for AR-HUD using only a mixed reality glasses such as HoloLens. The full calibration process can be done in one minute and provides high precise calibration result, while no markers need to be attached on vehicle.
Nianchen Deng, Yanqing Zhou, Jiannan Ye, Xubo Yang
VR1
2014 Real-time Human Pose and Shape Estimation for Virtual Try-On Using a Single Commodity Depth Camera
abstract
We present a system that allows the user to virtually try on new clothes. It uses a single commodity depth camera to capture the user in 3D. Both the pose and the shape of the user are estimated with a novel real-time template-based approach that performs tracking and shape adaptation jointly. The result is then used to drive realistic cloth simulation, in which the synthesized clothes are overlayed on the input image. The main challenge is to handle missing data and pose ambiguities due to the monocular setup, which captures less than 50 percent of the full body. Our solution is to incorporate automatic shape adaptation and novel constraints in pose tracking. The effectiveness of our system is demonstrated with a number of examples.
Mao Ye 0005, Huamin Wang 0001, Nianchen Deng, Xubo Yang, Ruigang Yang
IEEE Trans. Vis. Comput. Graph.3