EDBT 2026 Demo / reviewers in the wild / expert
Zhenyu Bao
dblp:214/3726
· DBLP profile ↗
9ranked-venue papers
3as first author
9since 2021 · last 2026
0000-0003-1368-9364ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 8 · 3 first-author · 8 since 2021Artificial intelligence and machine learning · 4 · 1 first-author · 4 since 2021Computer networks · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | CPOStream: Collaborating Prediction and Observation for Flicker-Free Streamable Free-Viewpoint Video with 3DGSabstract3D Gaussian Splatting (3DGS) has recently demonstrated significant potential for streaming dynamic scenes, enabling the synthesis of photo-realistic and real-time free-viewpoint videos (FVVs). Conventional streaming pipelines optimize each frame independently, i.e., the attribute of the 3D Gaussians (3DGs) responsible for the static regions are supposed to be identical across all frames but are changed in the optimization process, thus causing temporal color inconsistency and visual flickering artifacts in the static regions. To tackle this, we propose CPOStream, which utilizes a prediction and observation module to determine the state of 3DG. Specifically, the prediction module records those 3DGs that are inactive in the past K frames and those would be ignored in the optimization process of the current frame reconstruction. Thus, the attributes of those 3DGs would be kept consistent across the past K frames, guaranteeing the temporal consistence. Additionally, the observation module conducts motion detection, and recognizes those new 3DGs which are not recorded in the prediction module and are first detected by the observation module in the past K frames. The attributes of those 3DGs are optimized during the current frame reconstruction. Experiments on multiple real-world FVV benchmarks show that CPOStream substantially reduces temporal flickering and improves reconstruction fidelity, achieving state‑of‑the‑art performance. Zhenyu Bao, Qing Li 0006, Jinhan Xie, Kanglin Liu |
AAAI | 1 |
| 2026 | PSAvatar: A Point-Based Shape Model for Real-Time Head Avatar Animation With 3D Gaussian SplattingabstractDespite much progress, achieving real-time highfidelity head avatar animation is still difficult and existing methods have to trade-off between speed and quality. 3DMM based methods often fail to model non-facial structures such as eyeglasses and hairstyles, while neural implicit models suffer from deformation inflexibility and rendering inefficiency. Although 3D Gaussian has been demonstrated to possess promising capability for geometry representation and radiance field reconstruction, applying 3D Gaussian in head avatar creation remains a major challenge since it is difficult for 3D Gaussian to model the head shape variations caused by changing poses and expressions. In this paper, we introduce PSAvatar, a novel framework for animatable head avatar creation that utilizes discrete geometric primitive to create a parametric shape model and employs 3D Gaussian for fine detail representation and high fidelity rendering. The parametric shape model is a Point-based Shape Model (PSM) which uses points instead of meshes for 3D representation to achieve enhanced representation flexibility. Specifically, PSM first converts the FLAME mesh to points by sampling on the surfaces as well as off the meshes to enable the reconstruction of not only surface-like structures but also complex geometries such as eyeglasses and hairstyles. By aligning these points with the head shape in an analysis-by-synthesis manner, the PSM makes it possible to utilize 3D Gaussian for fine detail representation and appearance modeling, thus enabling the creation of high-fidelity avatars. We show that PSAvatar can reconstruct high-fidelity head avatars of varieties of subjects and the avatars can be animated in real-time. Zhenyu Bao, Qing Li 0029, Guoping Qiu, Kanglin Liu |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2025 | SPC-GS: Gaussian Splatting with Semantic-Prompt Consistency for Indoor Open-World Free-view Synthesis from Sparse Inputsabstract3D Gaussian Splatting-based indoor open-world free-view synthesis approaches have shown significant performance with dense input images. However, they exhibit poor performance when confronted with sparse inputs, primarily due to the sparse distribution of Gaussian points and insufficient view supervision. To relieve these challenges, we propose SPC-GS, leveraging Scene-layout-based Gaussian Initialization (SGI) and Semantic-Prompt Consistency (SPC) Regularization for open-world free view synthesis with sparse inputs. Specifically, SGI provides a dense, scene-layout-based Gaussian distribution by utilizing view-changed images generated from the video generation model and view-constraint Gaussian points densification. Additionally, SPC mitigates limited view supervision by employing semantic-prompt-based consistency constraints developed by SAM2. This approach leverages available semantics from training views, serving as instructive prompts, to optimize visually overlapping regions in novel views with 2D and 3D consistency constraints. Extensive experiments demonstrate the superior performance of SPC-GS across Replica and ScanNet benchmarks. Notably, our SPC-GS achieves a 3.06 dB gain in PSNR for reconstruction quality and a 7.3% improvement in mIoU for open-world semantic segmentation. Project website at: https://gbliao.github.io/SPC-GS.github.io. Guibiao Liao, Qing Li 0029, Zhenyu Bao, Guoping Qiu, Kanglin Liu |
CVPR | 3 |
| 2025 | APasco: High Fidelity Audio-Driven Portrait Animation Based on Audio-Lip Multi-Head Cross-Attention and 3D Dense Geometric PriorabstractAudio-driven portrait animation has achieved significant advances propelled by the development of diffusion models. Despite remarkable improvements in driving capability and temporal consistency, diffusion model-based methods still suffer from audio-lip misalignment and facial detail loss. To address them, we present a novel stable diffusion-based approach by conditioning on aligned audio-lip features and 3D dense sequential geometry features. Specifically, we enhance phoneme-lip synchronization by coupling fine-grained local lip features with corresponding audio details with the designed Audio-Lip multi-head Cross-Attention module. To improve the facial local details, we derive 3D dense sequential geometry features from 3D dense geometric prior via the developed Mesh Spatio-Temporal Encoder. Extensive experiments on public benchmarks demonstrate that APasco achieves superior performance in both visual quality and lip-sync accuracy compared to existing approaches. Further supplementary material and project detail can be found at: https://github.com/xiejinhan0428/APasco. Jinhan Xie, Kanglin Liu, Zhenyu Bao, Qing Li 0006 |
ECAI | 3 |
| 2025 | An Effective and Robust Driving Scenario Identification Framework Utilizing Unsupervised Covariance ClusteringabstractThe technology of autonomous driving vehicles has made rapid progress over the last decade, but the challenge of proving these system's safety still exists. Compared to conventional mile-based testing, scenario-based testing (SBT) is a more promising solution since scenarios covering diverse and rare driving conditions in real traffic can be simulated to assess the system's performance in safety-critical scenarios. Furthermore, understanding run-time scenarios is vital to trigger safety mechanisms designed for the Safety Of The Intended Functionality (SOTIF). However, a challenging task is to extract or generate scenarios in the design phase and recognize driving scenarios in the run-time phase due to the complexity and diversity of driving scenarios, especially the interaction with other driving agents. In this study, we proposed a complete framework for offline extraction and online identification of all kinds of interaction scenarios. A covariance-clustering based method was adopted to identify the meta-driving actions, which used the Toeplitz matrix to achieve more interpretable clustering results than distance-based methods. Experiments demonstrated the effectiveness of our method by its robust identification results for cut-in and merge-in scenarios. With a lightweight design and a theoretically valid confidence estimation method, our approach is computationally efficient for reliable online applications. Zifan Zeng, Shiming Liu, Zhenyu Bao, Qunli Zhang, Zheng Hu 0002 |
IV | 3 |
| 2025 | LoopSparseGS: Loop-Based Sparse-View Friendly Gaussian SplattingabstractDespite the photorealistic novel view synthesis (NVS) performance achieved by the original 3D Gaussian splatting (3DGS), its rendering quality significantly degrades with sparse input views. This performance drop is mainly caused by the limited number of initial points generated from the sparse input, lacking reliable geometric supervision during the training process, and inadequate regularization of the oversized Gaussian ellipsoids. To handle these issues, we propose the LoopSparseGS, a loop-based 3DGS framework for the sparse novel view synthesis task. In specific, we propose a loop-based Progressive Gaussian Initialization (PGI) strategy that could iteratively densify the initialized point cloud using the rendered pseudo images during the training process. Then, the sparse and reliable depth from the Structure from Motion, and the window-based dense monocular depth are leveraged to provide precise geometric supervision via the proposed Depth-alignment Regularization (DAR). Additionally, we introduce a novel Sparse-friendly Sampling (SFS) strategy to handle oversized Gaussian ellipsoids leading to large pixel errors. Comprehensive experiments on four datasets demonstrate that LoopSparseGS outperforms existing state-of-the-art methods for sparse-input novel view synthesis, across indoor, outdoor, and object-level scenes with various image resolutions. Code is available at: https://github.com/pcl3dv/LoopSparseGS. Zhenyu Bao, Guibiao Liao, Kaichen Zhou, Kanglin Liu, Qing Li 0029, Guoping Qiu |
IEEE Trans. Image Process. | 1 |
| 2025 | CLIP-GS: CLIP-Informed Gaussian Splatting for View-Consistent 3D Indoor Semantic UnderstandingabstractExploiting 3D Gaussian Splatting (3DGS) with Contrastive Language-Image Pre-Training (CLIP) models for open-vocabulary 3D semantic understanding of indoor scenes has emerged as an attractive research focus. Existing methods typically attach high-dimensional CLIP semantic embeddings to 3D Gaussians and leverage view-inconsistent 2D CLIP semantics as Gaussian supervision, resulting in efficiency bottlenecks and deficient 3D semantic consistency. To address these challenges, we present CLIP-GS, efficiently achieving a coherent semantic understanding of 3D indoor scenes via the proposed Semantic Attribute Compactness (SAC) and 3D Coherent Regularization (3DCR). SAC approach exploits the naturally unified semantics within objects to learn compact, yet effective, semantic Gaussian representations, enabling highly efficient rendering (>100 FPS). 3DCR enforces semantic consistency in 2D and 3D domains: In 2D, 3DCR utilizes refined view-consistent semantic outcomes derived from 3DGS to establish cross-view coherence constraints; in 3D, 3DCR encourages features similar among 3D Gaussian primitives associated with the same object, leading to more precise and coherent segmentation results. Extensive experimental results demonstrate that our method remarkably suppresses existing state-of-the-art approaches, achieving mIoU improvements of 21.20% and 13.05% on ScanNet and Replica datasets, respectively, while maintaining real-time rendering speed. Furthermore, our approach exhibits superior performance even with sparse input data, substantiating its robustness. Guibiao Liao, Jiankun Li, Zhenyu Bao, Xiaoqing Ye, Qing Li 0029, Kanglin Liu |
ACM Trans. Multim. Comput. Commun. Appl. | 3 |
| 2024 | 3D Reconstruction and Novel View Synthesis of Indoor Environments Based on a Dual Neural Radiance Field
Zhenyu Bao, Guibiao Liao, Kanglin Liu, Qing Li 0029, Guoping Qiu |
ACM Multimedia | 1 |
| 2024 | OV-NeRF: Open-Vocabulary Neural Radiance Fields With Vision and Language Foundation Models for 3D Semantic UnderstandingabstractThe development of Neural Radiance Fields (NeRFs) has provided a potent representation for encapsulating the geometric and appearance characteristics of 3D scenes. Enhancing the capabilities of NeRFs in open-vocabulary 3D semantic perception tasks has been a recent focus. However, current methods that extract semantics directly from Contrastive Language-Image Pretraining (CLIP) for semantic field learning encounter difficulties due to noisy and view-inconsistent semantics provided by CLIP. To tackle these limitations, we propose OV-NeRF, which exploits the potential of pre-trained vision and language foundation models to enhance semantic field learning through proposed single-view and cross-view strategies. First, from the single-view perspective, we introduce Region Semantic Ranking (RSR) regularization by leveraging 2D mask proposals derived from Segment Anything (SAM) to rectify the noisy semantics of each training view, facilitating accurate semantic field learning. Second, from the cross-view perspective, we propose a Cross-view Self-enhancement (CSE) strategy to address the challenge raised by view-inconsistent semantics. Rather than invariably utilizing the 2D inconsistent semantics from CLIP, CSE leverages the 3D consistent semantics generated from the well-trained semantic field itself for semantic field training, aiming to reduce ambiguity and enhance overall semantic consistency across different views. Extensive experiments validate our OV-NeRF outperforms current state-of-the-art methods, achieving a significant improvement of 20.31% and 18.42% in mIoU metric on Replica and ScanNet, respectively. Furthermore, our approach exhibits consistent superior results across various CLIP configurations, further verifying its robustness. Codes are available at:https://github.com/pcl3dv/OV-NeRF. Guibiao Liao, Kaichen Zhou, Zhenyu Bao, Kanglin Liu, Qing Li 0029 |
IEEE Trans. Circuits Syst. Video Technol. | 3 |