EDBT 2026 Demo / reviewers in the wild / expert
Qun-Ce Xu
dblp:228/5252
· DBLP profile ↗
12ranked-venue papers
6as first author
9since 2021 · last 2025
0009-0005-5954-4699ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 12 · 6 first-author · 9 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 2 since 2021Artificial intelligence and machine learning · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | High-Accuracy Fractured Object Reassembly Under Arbitrary Poses
Qun-Ce Xu, Yan-Pei Cao 0001, Weihao Cheng 0002, Tai-Jiang Mu, Ying Shan, Yongliang Yang 0002, Shi-Min Hu 0001 |
CVM (2) | 1 |
| 2025 | SDLKF: Signed Distance Linear Kernel Function for surface reconstruction
Haoxiang Chen 0004, Xiao-Lei Li, Tai-Jiang Mu, Qun-Ce Xu, Shi-Min Hu 0001 |
Comput. Graph. | 4 |
| 2025 | RS-SpecSDF: Reflection-supervised surface reconstruction and material estimation for specular indoor scenesabstractNeural Radiance Field (NeRF) has achieved impressive 3D reconstruction quality using implicit scene representations. However, planar specular reflections pose significant challenges in the 3D reconstruction task. It is a common practice to decompose the scene into physically real geometries and virtual images produced by the reflections. However, current methods struggle to resolve the ambiguities in the decomposition process , because they mostly rely on mirror masks as external cues. They also fail to acquire accurate surface materials, which is essential for downstream applications of the recovered geometries. In this paper, we present RS-SpecSDF, a novel framework for indoor scene surface reconstruction that can faithfully reconstruct specular reflectors while accurately decomposing the reflection from the scene geometries and recovering the accurate specular fraction and diffuse appearance of the surface without requiring mirror masks. Our key idea is to perform reflection ray-casting and use it as supervision for the decomposition of reflection and surface material. Our method is based on an observation that the virtual image seen by the camera ray should be consistent with the object that the ray hits after reflecting off the specular surface. To leverage this constraint, we propose the Reflection Consistency Loss and Reflection Certainty Loss to regularize the decomposition. Experiments conducted on both our newly-proposed synthetic dataset and a real-captured dataset demonstrate that our method achieves high-quality surface reconstruction and accurate material decomposition results without the need of mirror masks. Dong-Yu Chen, Haoxiang Chen 0004, Qun-Ce Xu, Tai-Jiang Mu |
Graph. Model. | 3 |
| 2025 | TerraCraft: City-scale generative procedural modeling with natural languagesabstractAutomated generation of large-scale 3D scenes presents a significant challenge due to the resource-intensive training and datasets required. This is in sharp contrast to the 2D counterparts that have become readily available due to their superior speed and quality. However, prior work in 3D procedural modeling has demonstrated promise in generating high-quality assets using the combination of algorithms and user-defined rules. To leverage the best of both 2D generative models and procedural modeling tools, we present TerraCraft, a novel framework for generating geometrically high-quality 3D city-scale scenes. By utilizing Large Language Models (LLMs), TerraCraft can generate city-scale 3D scenes from natural text descriptions. With its intuitive operation and powerful capabilities, TerraCraft enables users to easily create geometrically high-quality scenes readily for various applications, such as virtual reality and game design. We validate TerraCraft’s effectiveness through extensive experiments and user studies, showing its superior performance compared to existing baselines. Zhihao Yao 0004, Zi-Qi Lu, Hongyu Yan, Tai-Jiang Mu, Qun-Ce Xu |
Graph. Model. | 8 |
| 2025 | SLS4D: Sparse Latent Space for 4D Novel View SynthesisabstractNeural radiance fields (NeRF) have achieved great success in novel view synthesis and 3D representation for static scenarios. Existing dynamic NeRFs usually exploit a locally dense grid to fit the deformation fields; however, they fail to capture the global dynamics and concomitantly yield models of heavy parameters. We observe that the 4D space is inherently sparse. First, the deformation fields are sparse in spatial but dense in temporal due to the continuity of motion. Second, the radiance fields are only valid on the surface of the underlying scene, usually occupying a small fraction of the whole space. We thus represent the 4D scene using a learnable sparse latent space, a.k.a. SLS4D. Specifically, SLS4D first uses dense learnable time slot features to depict the temporal space, from which the deformation fields are fitted with linear multi-layer perceptions (MLP) to predict the displacement of a 3D position at any time. It then learns the spatial features of a 3D position using another sparse latent space. This is achieved by learning the adaptive weights of each latent feature with the attention mechanism. Extensive experiments demonstrate the effectiveness of our SLS4D: It achieves the best 4D novel view synthesis using only about 6% parameters of the most recent work. Qi-Yuan Feng, Haoxiang Chen 0004, Qun-Ce Xu, Tai-Jiang Mu |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2024 | EVSplitting: An Efficient and Visually Consistent Splitting Algorithm for 3D Gaussian SplattingabstractThis paper presents EVSplitting, an efficient and visually consistent splitting algorithm for 3D Gaussian Splatting (3DGS). It is designed to make operating 3DGS as easy and effective as other 3D explicit representations, readily for industrial productions. The challenges of above target are: 1) The huge number and complex attributes of 3DGS make it tough to explicitly operate on 3DGS in a real-time and learning-free manner; 2) The visual effect of 3DGS is very difficult to maintain during explicit operations and 3) The anisotropism of Gaussian always leads to blurs and artifacts. As far as we know, no prior work can address these challenges well. In this work, we introduce a direct and efficient 3DGS splitting algorithm to solve them. Specifically, we formulate the 3DGS splitting as two minimization problems that aim to ensure visual consistency and reduce Gaussian overflow across boundary (splitting plane), respectively. Firstly, we impose conservations on the zero-, first- and second-order moments of the weighted Gaussian distribution to guarantee visual consistency. Secondly, we reduce the boundary overflow with a special constraint on the aforementioned conservations. With these conservations and constraints, we derive a closed-form solution for the 3DGS splitting problem. This yields an easy-to-implement, plug-and-play, efficient and fundamental tool, benefiting various downstream applications of 3DGS. Qi-Yuan Feng, Geng-Chen Cao, Haoxiang Chen 0004, Qun-Ce Xu, Tai-Jiang Mu, Ralph R. Martin, Shi-Min Hu 0001 |
SIGGRAPH Asia | 4 |
| 2024 | FragmentDiff: A Diffusion Model for Fractured Object Assembly
Qun-Ce Xu, Haoxiang Chen 0004, Jiacheng Hua, Xiaohua Zhan, Yongliang Yang 0002, Tai-Jiang Mu |
SIGGRAPH Asia | 1 |
| 2024 | Point cloud denoising using a generalized error metricabstractEffective removal of noises from raw point clouds while preserving geometric features is the key challenge for point cloud denoising. To address this problem, we propose a novel method that jointly optimizes the point positions and normals. To preserve geometric features, our formulation uses a generalized robust error metric to enforce piecewise smoothness of the normal vector field as well as consistency between point positions and normals. By varying the parameter of the error metric, we gradually increase its non-convexity to guide the optimization towards a desirable solution. By combining alternating minimization with a majorization-minimization strategy, we develop a numerical solver for the optimization which guarantees convergence. The effectiveness of our method is demonstrated by extensive comparisons with previous works. Qun-Ce Xu, Yongliang Yang 0002, Bailin Deng |
Graph. Model. | 1 |
| 2023 | A survey of deep learning-based 3D shape generationabstractDeep learning has been successfully used for tasks in the 2D image domain. Research on 3D computer vision and deep geometry learning has also attracted attention. Considerable achievements have been made regarding feature extraction and discrimination of 3D shapes. Following recent advances in deep generative models such as generative adversarial networks, effective generation of 3D shapes has become an active research topic. Unlike 2D images with a regular grid structure, 3D shapes have various representations, such as voxels, point clouds, meshes, and implicit functions. For deep learning of 3D shapes, shape representation has to be taken into account as there is no unified representation that can cover all tasks well. Factors such as the representativeness of geometry and topology often largely affect the quality of the generated 3D shapes. In this survey, we comprehensively review works on deep-learning-based 3D shape generation by classifying and discussing them in terms of the underlying shape representation and the architecture of the shape generator. The advantages and disadvantages of each class are further analyzed. We also consider the 3D shape datasets commonly used for shape generation. Finally, we present several potential research directions that hopefully can inspire future works on this topic. Qun-Ce Xu, Tai-Jiang Mu, Yongliang Yang 0002 |
Comput. Vis. Media | 1 |
| 2020 | Rank3DGAN: Semantic Mesh Generation Using Relative Attributes
Yassir Saquil, Qun-Ce Xu, Yongliang Yang 0002, Peter Hall 0001 |
AAAI | 2 |
| 2019 | Anisotropic Surface Remeshing without Obtuse AnglesabstractAbstract We present a novel anisotropic surface remeshing method that can efficiently eliminate obtuse angles. Unlike previous work that can only suppress obtuse angles with expensive resampling and Lloyd‐type iterations, our method relies on a simple yet efficient connectivity and geometry refinement, which can not only remove all the obtuse angles, but also preserves the original mesh connectivity as much as possible. Our method can be directly used as a post‐processing step for anisotropic meshes generated from existing algorithms to improve mesh quality. We evaluate our method by testing on a variety of meshes with different geometry and topology, and comparing with representative prior work. The results demonstrate the effectiveness and efficiency of our approach. Qun-Ce Xu, Dong-Ming Yan 0001, Wenbin Li 0002, Yongliang Yang 0002 |
Comput. Graph. Forum | 1 |
| 2018 | Ellipsoid Packing Structures on Freeform SurfacesabstractAbstract Designers always get good inspirations from fascinating geometric structures gifted by the nature. In the recent years, various computational design tools have been proposed to help generate cell packing structures on freeform surfaces, which consist of a packing of simple primitives, such as polygons, spheres, etc. In this work, we aim at computationally generating novel ellipsoid packing structures on freeform surfaces. We formulate the problem as a generalization of sphere packing structures in the sense that anisotropic ellipsoids are used instead of isotropic spheres to pack a given surface. This is done by defining an anisotropic metric based on local surface anisotropy encoded by principal curvatures and the corresponding directions. We propose an optimization framework that can optimize the shapes of individual ellipsoids and the spatial relation between neighboring ellipsoids to form a quality packing structure. A tailored anisotropic remeshing method is also employed to better initialize the optimization and ensure the quality of the result. Our framework is extensively evaluated by optimizing ellipsoid packing and generating appealing geometric structures on a variety of freeform surfaces. Qun-Ce Xu, Bailin Deng, Yongliang Yang 0002 |
Comput. Graph. Forum | 1 |