EDBT 2026 Demo / reviewers in the wild / expert
Xiaoxu Meng
dblp:238/0935
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12ranked-venue papers
3as first author
11since 2021 · last 2025
0000-0003-2979-7765ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 10 · 3 first-author · 9 since 2021Artificial intelligence and machine learning · 4 · 1 first-author · 4 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | HSDF: Hybrid Sign and Distance Field for Neural Representation of Surfaces With Arbitrary TopologiesabstractNeural implicit function based on signed distance field (SDF) has achieved impressive progress in reconstructing 3D models with high fidelity. However, such approaches can only represent closed surfaces. Recent works based on unsigned distance function (UDF) are proposed to handle both watertight and single-layered open surfaces. Nonetheless, as UDF is signless, its direct output is limited to the point cloud, which imposes an additional challenge on extracting high-quality meshes from discrete points. To address this challenge, we present a novel neural implicit representation coded HSDF, which is a hybrid of signed and unsigned distance fields. In particular, HSDF is able to represent arbitrary topologies containing both closed and open surfaces while being compatible with existing iso-surface extraction techniques for easy field-to-mesh conversion. In addition to predicting a UDF, we propose to learn an additional sign field. Unlike traditional SDF, HSDF is able to locate the surface of interest before level surface extraction by generating surface points following NDF (Chibane et al. 2020). We are then able to obtain open surfaces via an adaptive meshing approach that only instantiates regions containing surfaces into a polygon mesh. HSDF benefits downstream tasks like neural rendering, as it enables the rendering of back-faces of open surfaces. We also propose HSDF-Net, a dedicated learning framework that factorizes the learning of HSDF into two easier sub-problems. Experiments and evaluations show that HSDF outperforms the state-of-the-art techniques both qualitatively and quantitatively on some of the used datasets. Li Wang 0159, Jie Yang 0038, Weikai Chen 0001, Xiaoxu Meng, Bo Yang 0070, Jintao Li 0001, Lin Gao 0004 |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2024 | Neural Metameric Enhancement for Foveated Rendering
Jiannan Ye, Zhenkai Zhong, Xiaoxu Meng, Xubo Yang |
CGI (2) | 3 |
| 2024 | Neural foveated super-resolution for real-time VR renderingabstractAbstract As virtual reality display technologies advance, resolutions and refresh rates continue to approach human perceptual limits, presenting a challenge for real‐time rendering algorithms. Neural super‐resolution is promising in reducing the computation cost and boosting the visual experience by scaling up low‐resolution renderings. However, the added workload of running neural networks cannot be neglected. In this article, we try to alleviate the burden by exploiting the foveated nature of the human visual system, in a way that we upscale the coarse input in a heterogeneous manner instead of uniform super‐resolution according to the visual acuity decreasing rapidly from the focal point to the periphery. With the help of dynamic and geometric information (i.e., pixel‐wise motion vectors, depth, and camera transformation) available inherently in the real‐time rendering content, we propose a neural accumulator to effectively aggregate the amortizedly rendered low‐resolution visual information from frame to frame recurrently. By leveraging a partition‐assemble scheme, we use a neural super‐resolution module to upsample the low‐resolution image tiles to different qualities according to their perceptual importance and reconstruct the final output adaptively. Perceptually high‐fidelity foveated high‐resolution frames are generated in real‐time, surpassing the quality of other foveated super‐resolution methods. Jiannan Ye, Xiaoxu Meng, Daiyun Guo, Cheng Shang, Haotian Mao, Xubo Yang |
Comput. Animat. Virtual Worlds | 2 |
| 2024 | NeUDF: Learning Neural Unsigned Distance Fields With Volume RenderingabstractMulti-view shape reconstruction has achieved impressive progresses thanks to the latest advances in the neural implicit rendering. However, existing methods based on signed distance function (SDF) are limited to closed surfaces, failing to reconstruct a wide range of real-world objects that contain open-surface structures. In this work, we introduce a new neural rendering framework, coded NeUDF, that can reconstruct surfaces with arbitrary topologies solely from multi-view supervision. To gain the flexibility of representing arbitrary surfaces, NeUDF leverages the unsigned distance function (UDF) as surface representation. While a naive extension of SDF-based neural renderer cannot scale to UDF, we formalize the rules of neural volume rendering for open surface reconstruction (e.g., self-consistent, unbiased, occlusion-aware), and derive a dedicated rendering weight function specially tailored for UDF. Furthermore, to cope with open surface rendering, where the in/out test is no longer valid, we present a dedicated normal regularization strategy to resolve the surface orientation ambiguity. We extensively evaluate our method over a number of challenging datasets, including two typical open surface datasets MGN (Bhatnagar et al., 2019) and Deep Fashion 3D (Zhu et al., 2020). Experimental results demonstrate that NeUDF can significantly outperform the state-of-the-art methods in the task of multi-view surface reconstruction, especially for the complex shapes with open boundaries. Li Wang 0159, Jie Yang 0038, Weikai Chen 0001, Xiaoxu Meng, Bo Yang 0070, Lin Gao 0004 |
IEEE Trans. Pattern Anal. Mach. Intell. | 5 |
| 2024 | DreamUDF: Generating Unsigned Distance Fields from A Single ImageabstractRecent advances in diffusion models and neural implicit surfaces have shown promising progress in generating 3D models. However, existing generative frameworks are limited to closed surfaces, failing to cope with a wide range of commonly seen shapes that have open boundaries. In this work, we present DreamUDF, a novel framework for generating high-quality 3D objects with arbitrary topologies from a single image. To address the challenge of generating proper topology given sparse and ambiguous observations, we propose to incorporate both the data priors from a multi-view diffusion model and the geometry priors brought by an unsigned distance field (UDF) reconstructor. In particular, we leverage a joint framework that consists of 1) a generation module that produces a neural radiance field for photorealistic renderings from arbitrary views; and 2) a reconstruction module that distills the learnable radiance field into surfaces with arbitrary topologies. We further introduce a field coupler that bridges the radiance field and UDF under a novel optimization scheme. This allows the two modules to mutually boost each other during training. Extensive experiments and evaluations demonstrate that DreamUDF achieves high-quality reconstruction and robust 3D generation on both closed and open surfaces with arbitrary topologies, compared to the previous works. Xuan Gao 0005, Weikai Chen 0001, Jie Yang 0038, Xiaoxu Meng, Bo Yang 0070, Lin Gao 0004 |
ACM Trans. Graph. | 5 |
| 2023 | NeUDF: Leaning Neural Unsigned Distance Fields with Volume RenderingabstractMulti-view shape reconstruction has achieved impressive progresses thanks to the latest advances in neural implicit surface rendering. However, existing methods based on signed distance function (SDF) are limited to closed surfaces, failing to reconstruct a wide range of real-world objects that contain open-surface structures. In this work, we introduce a new neural rendering framework, coded NeUDF11Visit our project page at http://geometrylearning.com/neudf/, that can reconstruct surfaces with arbitrary topologies solely from multi-view supervision. To gain the flexibility of representing arbitrary surfaces, NeUDF leverages the unsigned distance function (UDF) as surface representation. While a naive extension of an SDF-based neural renderer cannot scale to UDF, we propose two new formulations of weight function specially tailored for UDF-based volume rendering. Furthermore, to cope with open surface rendering, where the in/out test is no longer valid, we present a dedicated normal regularization strategy to resolve the surface orientation ambiguity. We extensively evaluate our method over a number of challenging datasets, including DTU [21], MGN [5], and Deep Fashion 3D [61]. Experimental results demonstrate that NeUDF can significantly outperform the state-of-the-art method in the task of multi-view surface reconstruction, especially for complex shapes with open boundaries. Li Wang 0159, Jie Yang 0038, Weikai Chen 0001, Xiaoxu Meng, Bo Yang 0070, Lin Gao 0004 |
CVPR | 5 |
| 2023 | NeAT: Learning Neural Implicit Surfaces with Arbitrary Topologies from Multi-View ImagesabstractRecent progress in neural implicit functions has set new state-of-the-art in reconstructing high-fidelity 3D shapes from a collection of images. However, these approaches are limited to closed surfaces as they require the surface to be represented by a signed distance field. In this paper, we propose NeAT, a new neural rendering framework that can learn implicit surfaces with arbitrary topologies from multi-view images. In particular, NeAT represents the 3D surface as a level set of a signed distance function (SDF) with a validity branch for estimating the surface existence probability at the query positions. We also develop a novel neural volume rendering method, which uses SDF and validity to calculate the volume opacity and avoids rendering points with low validity. NeAT supports easy field-to-mesh conversion using the classic Marching Cubes algorithm. Extensive experiments on DTU [20], MGN [4], and Deep Fashion 3D [19] datasets indicate that our approach is able to faithfully reconstruct both watertight and non-watertight surfaces. In particular, NeAT significantly outperforms the state-of-the-art methods in the task of open surface reconstruction both quantitatively and qualitatively. Xiaoxu Meng, Weikai Chen 0001, Bo Yang 0070 |
CVPR | 1 |
| 2023 | ImplicitPCA: Implicitly-proxied parametric encoding for collision-aware garment reconstructionabstractThe emerging remote collaboration in a virtual environment calls for quickly generating high-fidelity 3D humans with cloth from a single image. To estimate clothing geometry and topology, parametric models are widely used but often lack details. Alternative approaches based on implicit functions can generate accurate details but are limited to closed surfaces and may not produce physically correct reconstructions, such as collision-free human avatars. To solve these problems, we present ImplicitPCA, a framework for high-fidelity single-view garment reconstruction that bridges the good ends of explicit and implicit representations. The key is a parametric SDF network that closely couples parametric encoding with implicit functions and thus enjoys the fine details brought by implicit reconstruction while maintaining correct topology with open surfaces. We further introduce a collision-aware regression network to ensure the physical correctness of cloth and human. During inference, an iterative routine is applied to an input image with 2D garment landmarks to obtain optimal parameters by aligning the cloth mesh projection with the 2D landmarks and fitting the parametric implicit fields with the reconstructed cloth SDF. The experiments on the public dataset and in-the-wild images demonstrate that our result outperforms the prior works, reconstructing detailed, topology-correct 3D garments while avoiding garment-body collisions. Jie Yang 0038, Hongbo Fu 0001, Xiaoxu Meng, Weikai Chen 0001, Bo Yang 0070, Lin Gao 0004 |
Graph. Model. | 4 |
| 2022 | HSDF: Hybrid Sign and Distance Field for Modeling Surfaces with Arbitrary TopologiesabstractNeural implicit function based on signed distance field (SDF) has achieved impressive progress in reconstructing 3D models with high fidelity. However, such approaches can only represent closed shapes. Recent works based on unsigned distance function (UDF) are proposed to handle both watertight and open surfaces. Nonetheless, as UDF is signless, its direct output is limited to point cloud, which imposes an additional challenge on extracting high-quality meshes from discrete points.To address this issue, we present a new learnable implicit representation, coded HSDF, that connects the good ends of SDF and UDF. In particular, HSDF is able to represent arbitrary topologies containing both closed and open surfaces while being compatible with existing iso-surface extraction techniques for easy field-to-mesh conversion. In addition to predicting a UDF, we propose to learn an additional sign field via a simple classifier. Unlike traditional SDF, HSDF is able to locate the surface of interest before level surface extraction by generating surface points following NDF~\cite{chibane2020ndf}. We are then able to obtain open surfaces via an adaptive meshing approach that only instantiates regions containing surface into a polygon mesh. We also propose HSDF-Net, a dedicated learning framework that factorizes the learning of HSDF into two easier problems. Experiments on multiple datasets show that HSDF outperforms state-of-the-art techniques both qualitatively and quantitatively. Li Wang 0159, Jie Yang 0038, Weikai Chen 0001, Xiaoxu Meng, Bo Yang 0070, Jintao Li 0001, Lin Gao 0004 |
NeurIPS | 4 |
| 2022 | Rectangular Mapping-based Foveated RenderingabstractWith the speedy increase of display resolution and the demand for interactive frame rate, rendering acceleration is becoming more critical for a wide range of virtual reality applications. Foveated rendering addresses this challenge by rendering with a non-uniform resolution for the display. Motivated by the non-linear optical lens equation, we present rectangular mapping-based foveated rendering (RMFR), a simple yet effective implementation of foveated rendering framework. RMFR supports varying level of foveation according to the eccentricity and the scene complexity. Compared with traditional foveated rendering methods, rectangular mapping-based foveated rendering provides a superior level of perceived visual quality while consuming minimal rendering cost. Jiannan Ye, Anqi Xie, Susmija Jabbireddy, Yunchuan Li, Xubo Yang, Xiaoxu Meng |
VR | 6 |
| 2021 | 3D-Kernel Foveated Rendering for Light FieldsabstractLight fields capture both the spatial and angular rays, thus enabling free-viewpoint rendering and custom selection of the focal plane. Scientists can interactively explore pre-recorded microscopic light fields of organs, microbes, and neurons using virtual reality headsets. However, rendering high-resolution light fields at interactive frame rates requires a very high rate of texture sampling, which is challenging as the resolutions of light fields and displays continue to increase. In this article, we present an efficient algorithm to visualize 4D light fields with 3D-kernel foveated rendering (3D-KFR). The 3D-KFR scheme coupled with eye-tracking has the potential to accelerate the rendering of 4D depth-cued light fields dramatically. We have developed a perceptual model for foveated light fields by extending the KFR for the rendering of 3D meshes. On datasets of high-resolution microscopic light fields, we observe 3.47×-7.28× speedup in light field rendering with minimal perceptual loss of detail. We envision that 3D-KFR will reconcile the mutually conflicting goals of visual fidelity and rendering speed for interactive visualization of light fields. Xiaoxu Meng, Ruofei Du, Joseph F. JáJá, Amitabh Varshney |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2020 | Eye-dominance-guided Foveated RenderingabstractOptimizing rendering performance is critical for a wide variety of virtual reality (VR) applications. Foveated rendering is emerging as an indispensable technique for reconciling interactive frame rates with ever-higher head-mounted display resolutions. Here, we present a simple yet effective technique for further reducing the cost of foveated rendering by leveraging ocular dominance - the tendency of the human visual system to prefer scene perception from one eye over the other. Our new approach, eye-dominance-guided foveated rendering (EFR), renders the scene at a lower foveation level (with higher detail) for the dominant eye than the non-dominant eye. Compared with traditional foveated rendering, EFR can be expected to provide superior rendering performance while preserving the same level of perceived visual quality. Xiaoxu Meng, Ruofei Du, Amitabh Varshney |
IEEE Trans. Vis. Comput. Graph. | 1 |