EDBT 2026 Demo / reviewers in the wild / expert
Bangbang Yang
dblp:251/9991
· DBLP profile ↗
22ranked-venue papers
4as first author
20since 2021 · last 2026
0000-0001-7604-5553ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 19 · 4 first-author · 17 since 2021Artificial intelligence and machine learning · 12 · 2 first-author · 12 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | ImmerseGen: Agent-Guided Immersive World Generation with Alpha-Textured ProxiesabstractAutomating immersive VR scene creation remains a primary research challenge. Existing methods typically rely on complex geometry with post-simplification, resulting in inefficient pi pelines or li mited re alism. In th is paper, we introduce Im merseGen, a novel agent-guided framework for compact and photorealistic world generation that decouples realism from exhaustive geometric modeling. ImmerseGen represents scenes as hierarchical compositions of lightweight geometric proxies with synthesized RGBA textures, facilitating real-time rendering on mobile VR headsets. We propose terrain-conditioned texturing for base world generation, combined with context-aware texturing for scenery, to produce diverse and visually coherent worlds. VLM-based agents employ semantic grid-based analysis for precise asset placement and enrich scenes with multimodal enhancements such as visual dynamics and ambient sound. Experiments and real-time VR applications demonstrate that ImmerseGen achieves superior photorealism, spatial coherence, and rendering efficiency compared to existing methods. Jinyan Yuan, Bangbang Yang, Panwang Pan, Xuehai Zhang, Xiao Liu 0040, Zhaopeng Cui, Yuewen Ma |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2025 | Vivid4D: Improving 4D Reconstruction from Monocular Video by Video Inpainting
Jiaxin Huang 0012, Sheng Miao, Bangbang Yang, Yuewen Ma, Yiyi Liao |
ICCV | 3 |
| 2025 | InstaScene: Towards Complete 3D Instance Decomposition and Reconstruction From Cluttered ScenesabstractHumans can naturally identify and mentally complete occluded objects in cluttered environments. However, imparting similar cognitive ability to robotics remains challenging even with advanced reconstruction techniques, which models scenes as undifferentiated wholes and fails to recognize complete object from partial observations. In this paper, we propose InstaScene, a new paradigm towards holistic 3D perception of complex scenes with a primary goal: decomposing arbitrary instances while ensuring complete reconstruction. To achieve precise decomposition, we develop a novel spatial contrastive learning by tracing rasterization of each instance across views, significantly enhancing semantic supervision in cluttered scenes. To overcome incompleteness from limited observations, we introduce in-situ generation that harnesses valuable observations and geometric cues, effectively guiding 3D generative models to reconstruct complete instances that seamlessly align with the real world. Experiments on scene decomposition and object completion across complex real-world and synthetic scenes demonstrate that our method achieves superior decomposition accuracy while producing geometrically faithful and visually intact objects. Zesong Yang, Bangbang Yang, Liyuan Cui, Yuewen Ma, Wenqi Dong, Zhaopeng Cui, Chenxuan Cao, Hujun Bao |
ICCV | 2 |
| 2025 | 4K4DGen: Panoramic 4D Generation at 4K ResolutionabstractThe blooming of virtual reality and augmented reality (VR/AR) technologies has driven an increasing demand for the creation of high-quality, immersive, and dynamic environments. However, existing generative techniques either focus solely on dynamic objects or perform outpainting from a single perspective image, failing to meet the requirements of VR/AR applications that need free-viewpoint, 360$^{\circ}$ virtual views where users can move in all directions. In this work, we tackle the challenging task of elevating a single panorama to an immersive 4D experience. For the first time, we demonstrate the capability to generate omnidirectional dynamic scenes with 360$^{\circ}$ views at 4K (4096 $\times$ 2048) resolution, thereby providing an immersive user experience. Our method introduces a pipeline that facilitates natural scene animations and optimizes a set of 3D Gaussians using efficient splatting techniques for real-time exploration. To overcome the lack of scene-scale annotated 4D data and models, especially in panoramic formats, we propose a novel Panoramic Denoiser that adapts generic 2D diffusion priors to animate consistently in 360$^{\circ}$ images, transforming them into panoramic videos with dynamic scenes at targeted regions. Subsequently, we propose Dynamic Panoramic Lifting to elevate the panoramic video into a 4D immersive environment while preserving spatial and temporal consistency. By transferring prior knowledge from 2D models in the perspective domain to the panoramic domain and the 4D lifting with spatial appearance and geometry regularization, we achieve high-quality Panorama-to-4D generation at a resolution of 4K for the first time. Project page: https://4k4dgen.github.io/. Renjie Li 0003, Panwang Pan, Bangbang Yang, Dejia Xu, Shijie Zhou 0003, Xuanyang Zhang, Achuta Kadambi, Zhangyang Wang, Zhengzhong Tu, Zhiwen Fan |
ICLR | 3 |
| 2025 | DiffSplat: Repurposing Image Diffusion Models for Scalable Gaussian Splat GenerationabstractRecent advancements in 3D content generation from text or a single image struggle with limited high-quality 3D datasets and inconsistency from 2D multi-view generation. We introduce DiffSplat, a novel 3D generative framework that natively generates 3D Gaussian splats by taming large-scale text-to-image diffusion models. It differs from previous 3D generative models by effectively utilizing web-scale 2D priors while maintaining 3D consistency in a unified model. To bootstrap the training, a lightweight reconstruction model is proposed to instantly produce multi-view Gaussian splat grids for scalable dataset curation. In conjunction with the regular diffusion loss on these grids, a 3D rendering loss is introduced to facilitate 3D coherence across arbitrary views. The compatibility with image diffusion models enables seamless adaptions of numerous techniques for image generation to the 3D realm. Extensive experiments reveal the superiority of DiffSplat in text- and image-conditioned generation tasks and downstream applications. Thorough ablation studies validate the efficacy of each critical design choice and provide insights into the underlying mechanism. Chenguo Lin, Panwang Pan, Bangbang Yang, Yadong Mu |
ICLR | 3 |
| 2025 | HiScene: Creating Hierarchical 3D Scenes with Isometric View GenerationabstractScene-level 3D generation represents a critical frontier in multimedia and computer graphics. While existing approaches have achieved encouraging progress, they still face challenges such as constrained object diversity and limited support for interactive editing. In this paper, we present HiScene, a novel hierarchical framework that bridges the gap between 2D image generation and 3D object generation and delivers high-fidelity scenes with compositional identities and aesthetic scene content. Our key insight is treating scenes as hierarchical ''objects'' under isometric views, where a room functions as a complex object that can be further decomposed into manipulatable items. This hierarchical approach enables us to generate 3D content that aligns with 2D representations while maintaining compositional structure. To ensure completeness and spatial alignment of each decomposed instance, we develop a video-diffusion-based amodal completion technique that effectively handles occlusions and shadows between objects, and introduce shape prior injection to ensure spatial coherence within the scene. Experimental results demonstrate that our method produces more natural object arrangements and complete object instances suitable for interactive applications, while maintaining physical plausibility and alignment with user inputs. Wenqi Dong, Bangbang Yang, Zesong Yang, Tao Hu 0011, Hujun Bao, Yuewen Ma, Zhaopeng Cui |
ACM Multimedia | 2 |
| 2025 | TexPro: Text-Guided PBR Texturing with Procedural Material ModelingabstractIn this paper, we present TexPro, a novel method for high-fidelity material generation for input 3D meshes given text prompts. Unlike existing text-conditioned texture generation methods that typically generate RGB textures with baked lighting, TexPro is able to produce diverse texture maps via procedural material modeling, which enables physically-based rendering, relighting, and additional benefits inherent to procedural materials. Specifically, we first generate multi-view reference images given the input textual prompt by employing the latest text-to-image model. We then derive texture maps through rendering-based optimization with recent differentiable procedural materials. To this end, we design several techniques to handle the misalignment between the generated multiview images and 3D meshes, and introduce a novel material agent that enhances material classification and matching by exploring both part-level understanding and object-aware material reasoning. Experiments demonstrate the superiority of the proposed method over existing SOTAs, and its capability of relighting. Ziqiang Dang, Wenqi Dong, Zesong Yang, Bangbang Yang, Yuewen Ma, Zhaopeng Cui |
Comput. Vis. Media | 4 |
| 2025 | NeuMesh++: Toward Versatile and Efficient Volumetric Editing With Disentangled Neural Mesh-Based Implicit FieldabstractRecently neural implicit rendering techniques have evolved rapidly and demonstrated significant advantages in novel view synthesis and 3D scene reconstruction. However, existing neural rendering methods for editing purposes offer limited functionalities, e.g., rigid transformation and category-specific editing. In this paper, we present a novel mesh-based representation by encoding the neural radiance field with disentangled geometry, texture, and semantic codes on mesh vertices, which empowers a set of efficient and comprehensive editing functionalities, including mesh-guided geometry editing, designated texture editing with texture swapping, filling and painting operations, and semantic-guided editing. To this end, we develop several techniques including a novel local space parameterization to enhance rendering quality and training stability, a learnable modification color on vertex to improve the fidelity of texture editing, a spatial-aware optimization strategy to realize precise texture editing, and a semantic-aided region selection to ease the laborious annotation of implicit field editing. Extensive experiments and editing examples on both real and synthetic datasets demonstrate the superiority of our method on representation quality and editing ability. Chong Bao, Bangbang Yang, Yujun Shen, Hujun Bao, Zhaopeng Cui, Yinda Zhang 0001, Guofeng Zhang 0001 |
IEEE Trans. Pattern Anal. Mach. Intell. | 3 |
| 2024 | GeneAvatar: Generic Expression-Aware Volumetric Head Avatar Editing from a Single ImageabstractRecently, we have witnessed the explosive growth of various volumetric representations in modeling animatable head avatars. However, due to the diversity of frameworks, there is no practical method to support high-level applications like 3D head avatar editing across different representations. In this paper, we propose a generic avatar editing approach that can be universally applied to various 3DMM-driving volumetric head avatars. To achieve this goal, we design a novel expression-aware modification generative model, which enables lift 2D editing from a single image to a consistent 3D modification field. To ensure the effectiveness of the generative modification process, we develop several techniques, including an expression-dependent modification distillation scheme to draw knowledge from the large-scale head avatar model and 2D facial texture editing tools, implicit latent space guidance to enhance model convergence, and a segmentation-based loss reweight strategy for fine-grained texture inversion. Extensive experiments demonstrate that our method delivers high-quality and consistent results across multiple expression and viewpoints. Project page: https://zju3dv.github.io/geneavatar/. Chong Bao, Yinda Zhang 0001, Xiyu Zhang 0003, Bangbang Yang, Hujun Bao, Marc Pollefeys, Guofeng Zhang 0001, Zhaopeng Cui |
CVPR | 5 |
| 2024 | DreamSpace: Dreaming Your Room Space with Text-Driven Panoramic Texture PropagationabstractDiffusion-based methods have achieved prominent success in generating 2D media. However, accomplishing similar proficiencies for scene-level mesh texturing in 3D spatial applications, e.g., XR/VR, remains constrained, primarily due to the intricate nature of 3D geometry and the necessity for immersive free-viewpoint rendering. In this paper, we propose a novel indoor scene texturing framework, which delivers text-driven texture generation with enchanting details and authentic spatial coherence. The key insight is to first imagine a stylized 360° panoramic texture from the central viewpoint of the scene, and then propagate it to the rest areas with inpainting and imitating techniques. To ensure meaningful and aligned textures to the scene, we develop a novel coarse-to-fine panoramic texture generation approach with dual texture alignment, which both considers the geometry and texture cues of the captured scenes. To survive cluttered geometries during texture propagation, we design a separated strategy, which conducts texture inpainting in visible regions and then learns an implicit imitating network to synthesize textures in occluded and tiny structural areas. Extensive experiments and the immersive VR application on real-world indoor scenes demonstrate the high quality of the generated textures and the engaging experience on VR headsets. Project webpage: https://ybbbbt.com/publication/dreamspace. Bangbang Yang, Wenqi Dong, Wenbo Hu 0002, Xiao Liu 0040, Zhaopeng Cui, Yuewen Ma |
VR | 1 |
| 2023 | SINE: Semantic-driven Image-based NeRF Editing with Prior-guided Editing FieldabstractDespite the great success in 2D editing using user-friendly tools, such as Photoshop, semantic strokes, or even text prompts, similar capabilities in 3D areas are still limited, either relying on 3D modeling skills or allowing editing within only a few categories. In this paper, we present a novel semantic-driven NeRF editing approach, which enables users to edit a neural radiance field with a single image, and faithfully delivers edited novel views with high fidelity and multi-view consistency. To achieve this goal, we propose a prior-guided editing field to encode fine-grained geometric and texture editing in 3D space, and develop a series of techniques to aid the editing process, including cyclic constraints with a proxy mesh to facilitate geometric supervision, a color compositing mechanism to stabilize semantic-driven texture editing, and a feature-cluster-based regularization to preserve the irrelevant content unchanged. Extensive experiments and editing examples on both real-world and synthetic data demonstrate that our method achieves photo-realistic 3D editing using only a single edited image, pushing the bound of semantic-driven editing in 3D real-world scenes. Chong Bao, Yinda Zhang 0001, Bangbang Yang, Tianxing Fan, Zesong Yang, Hujun Bao, Guofeng Zhang 0001, Zhaopeng Cui |
CVPR | 3 |
| 2023 | Tri-MipRF: Tri-Mip Representation for Efficient Anti-Aliasing Neural Radiance FieldsabstractDespite the tremendous progress in neural radiance fields (NeRF), we still face a dilemma of the trade-off between quality and efficiency, e.g., MipNeRF [3] presents fine-detailed and anti-aliased renderings but takes days for training, while Instant-ngp [36] can accomplish the reconstruction in a few minutes but suffers from blurring or aliasing when rendering at various distances or resolutions due to ignoring the sampling area. To this end, we propose a novel Tri-Mip encoding (à la "mipmap") that enables both instant reconstruction and anti-aliased high-fidelity rendering for neural radiance fields. The key is to factorize the pre-filtered 3D feature spaces in three orthogonal mipmaps. In this way, we can efficiently perform 3D area sampling by taking advantage of 2D pre-filtered feature maps, which significantly elevates the rendering quality without sacrificing efficiency. To cope with the novel Tri-Mip representation, we propose a cone-casting rendering technique to efficiently sample anti-aliased 3D features with the Tri-Mip encoding considering both pixel imaging and observing distance. Extensive experiments on both synthetic and real-world datasets demonstrate our method achieves state-of-the-art rendering quality and reconstruction speed while maintaining a compact representation that reduces 25% model size compared against Instant-ngp. Code is available at the project webpage: https://wbhu.github.io/projects/Tri-MipRF Wenbo Hu 0002, Bangbang Yang, Lin Gao 0004, Xiao Liu 0040, Yuewen Ma |
ICCV | 4 |
| 2023 | RLP-VIO: Robust and lightweight plane-based visual-inertial odometry for augmented realityabstractAbstract We propose RLP‐VIO—a robust and lightweight monocular visual‐inertial odometry system using multiplane priors. With planes extracted from the point cloud, visual‐inertial‐plane PnP uses the plane information for fast localization. Depth estimation is susceptible to degenerated motion, so the planes are expanded in a reprojection consensus‐based way robust to depth errors. For sensor fusion, our sliding‐window optimization uses a novel structureless plane‐distance error cost, which prevents the fill‐in effect that poisons the BA problem's sparsity and permits the use of a smaller sliding window while maintaining good accuracy. The total computational cost is further reduced with our modified marginalization strategy. To further improve the tracking robustness, the landmark depths are constrained using the planes during degenerated motion. The whole system is parallelized with a three‐stage pipeline. Under controlled environments, this parallelization runs deterministically and produces consistent results. The resulting VIO system is tested on widely used datasets and compared with several state‐of‐the‐art systems. Our system achieves competitive accuracy and works robustly even on long and challenging sequences. To demonstrate the effectiveness of the proposed system, we also show the AR application running on mobile devices in real‐time. Jinyu Li 0002, Bangbang Yang, Guofeng Zhang 0001, Xun Wang 0007, Hujun Bao |
Comput. Animat. Virtual Worlds | 3 |
| 2022 | NeuMesh: Learning Disentangled Neural Mesh-Based Implicit Field for Geometry and Texture Editing
Bangbang Yang, Chong Bao, Hujun Bao, Yinda Zhang 0001, Zhaopeng Cui, Guofeng Zhang 0001 |
ECCV (16) | 1 |
| 2022 | Factorized and Controllable Neural Re-Rendering of Outdoor Scene for Photo ExtrapolationabstractExpanding an existing tourist photo from a partially captured scene to a full scene is one of the desired experiences for photography applications. Although photo extrapolation has been well studied, it is much more challenging to extrapolate a photo (i.e., selfie) from a narrow field of view to a wider one while maintaining a similar visual style. In this paper, we propose a factorized neural re-rendering model to produce photorealistic novel views from cluttered outdoor Internet photo collections, which enables the applications including controllable scene re-rendering, photo extrapolation and even extrapolated 3D photo generation. Specifically, we first develop a novel factorized re-rendering pipeline to handle the ambiguity in the decomposition of geometry, appearance and illumination. We also propose a composited training strategy to tackle the unexpected occlusion in Internet images. Moreover, to enhance photo-realism when extrapolating tourist photographs, we propose a novel realism augmentation process to complement appearance details, which automatically propagates the texture details from a narrow captured photo to the extrapolated neural rendered image. The experiments and photo editing examples on outdoor scenes demonstrate the superior performance of our proposed method in both photo-realism and downstream applications. Code and the supplementary material are available on the project webpage: https://zju3dv.github.io/neural_outdoor_rerender/. Boming Zhao, Bangbang Yang, Zuoyue Li, Guofeng Zhang 0001, Jiashu Zhao, Dawei Yin 0001, Zhaopeng Cui, Hujun Bao |
ACM Multimedia | 2 |
| 2022 | Neural rendering in a room: amodal 3D understanding and free-viewpoint rendering for the closed scene composed of pre-captured objectsabstractWe, as human beings, can understand and picture a familiar scene from arbitrary viewpoints given a single image, whereas this is still a grand challenge for computers. We hereby present a novel solution to mimic such human perception capability based on a new paradigm of amodal 3D scene understanding with neural rendering for a closed scene. Specifically, we first learn the prior knowledge of the objects in a closed scene via an offline stage, which facilitates an online stage to understand the room with unseen furniture arrangement. During the online stage, given a panoramic image of the scene in different layouts, we utilize a holistic neural-rendering-based optimization framework to efficiently estimate the correct 3D scene layout and deliver realistic free-viewpoint rendering. In order to handle the domain gap between the offline and online stage, our method exploits compositional neural rendering techniques for data augmentation in the offline training. The experiments on both synthetic and real datasets demonstrate that our two-stage design achieves robust 3D scene understanding and outperforms competing methods by a large margin, and we also show that our realistic free-viewpoint rendering enables various applications, including scene touring and editing. Code and data are available on the project webpage: https://zju3dv.github.io/nr_in_a_room/. Bangbang Yang, Yinda Zhang 0001, Yijin Li, Zhaopeng Cui, Sean Ryan Fanello, Hujun Bao, Guofeng Zhang 0001 |
ACM Trans. Graph. | 1 |
| 2021 | LatentHuman: Shape-and-Pose Disentangled Latent Representation for Human Bodiesabstract3D representation and reconstruction of human bodies have been studied for a long time in computer vision. Traditional methods rely mostly on parametric statistical linear models, limiting the space of possible bodies to linear combinations. It is only recently that some approaches try to leverage neural implicit representations for human body modeling, and while demonstrating impressive results, they are either limited by representation capability or not physically meaningful and controllable. In this work, we propose a novel neural implicit representation for the human body, which is fully differentiable and optimizable with disentangled shape and pose latent spaces. Contrary to prior work, our representation is designed based on the kinematic model, which makes the representation controllable for tasks like pose animation, while simultaneously allowing the optimization of shape and pose for tasks like 3D fitting and pose tracking. Our model can be trained and fine-tuned directly on non-watertight raw data with well-designed losses. Experiments demonstrate the improved 3D reconstruction performance over SoTA approaches and show the applicability of our method to shape interpolation, model fitting, pose tracking, and motion retargeting. Sandro Lombardi, Bangbang Yang, Tianxing Fan, Hujun Bao, Guofeng Zhang 0001, Marc Pollefeys, Zhaopeng Cui |
3DV | 2 |
| 2021 | VS-Net: Voting With Segmentation for Visual LocalizationabstractVisual localization is of great importance in robotics and computer vision. Recently, scene coordinate regression based methods have shown good performance in visual localization in small static scenes. However, it still estimates camera poses from many inferior scene coordinates. To address this problem, we propose a novel visual localization framework that establishes 2D-to-3D correspondences between the query image and the 3D map with a series of learnable scene-specific landmarks. In the landmark generation stage, the 3D surfaces of the target scene are over-segmented into mosaic patches whose centers are regarded as the scene-specific landmarks. To robustly and accurately recover the scene-specific landmarks, we propose the Voting with Segmentation Network (VS-Net) to segment the pixels into different landmark patches with a segmentation branch and estimate the landmark locations within each patch with a landmark location voting branch. Since the number of landmarks in a scene may reach up to 5000, training a segmentation network with such a large number of classes is both computation and memory costly for the commonly used cross-entropy loss. We propose a novel prototype-based triplet loss with hard negative mining, which is able to train semantic segmentation networks with a large number of labels efficiently. Our proposed VS-Net is extensively tested on multiple public benchmarks and can outperform stateof-the-art visual localization methods. Code and models are available at https://github.com/zju3dv/VS-Net. Yijin Li, Bangbang Yang, Xiaowei Zhou 0001, Hujun Bao, Guofeng Zhang 0001, Hongsheng Li 0001 |
CVPR | 4 |
| 2021 | Graph-based Asynchronous Event Processing for Rapid Object RecognitionabstractDifferent from traditional video cameras, event cam- eras capture asynchronous events stream in which each event encodes pixel location, trigger time, and the polarity of the brightness changes. In this paper, we introduce a novel graph-based framework for event cameras, namely SlideGCN. Unlike some recent graph-based methods that use groups of events as input, our approach can efficiently process data event-by-event, unlock the low latency nature of events data while still maintaining the graph’s structure internally. For fast graph construction, we develop a radius search algorithm, which better exploits the partial regular structure of event cloud against k-d tree based generic methods. Experiments show that our method reduces the computational complexity up to 100 times with respect to current graph-based methods while keeping state-of-the-art performance on object recognition. Moreover, we verify the superiority of event-wise processing with our method. When the state becomes stable, we can give a prediction with high confidence, thus making an early recognition. Yijin Li, Bangbang Yang, Zhaopeng Cui, Hujun Bao, Guofeng Zhang 0001 |
ICCV | 3 |
| 2021 | Learning Object-Compositional Neural Radiance Field for Editable Scene RenderingabstractImplicit neural rendering techniques have shown promising results for novel view synthesis. However, existing methods usually encode the entire scene as a whole, which is generally not aware of the object identity and limits the ability to the high-level editing tasks such as moving or adding furniture. In this paper, we present a novel neural scene rendering system, which learns an object-compositional neural radiance field and produces realistic rendering with editing capability for a clustered and real-world scene. Specifically, we design a novel two-pathway architecture, in which the scene branch encodes the scene geometry and appearance, and the object branch encodes each standalone object conditioned on learnable object activation codes. To survive the training in heavily cluttered scenes, we propose a scene-guided training strategy to solve the 3D space ambiguity in the occluded regions and learn sharp boundaries for each object. Extensive experiments demonstrate that our system not only achieves competitive performance for static scene novel-view synthesis, but also produces realistic rendering for object-level editing. Bangbang Yang, Yinda Zhang 0001, Yinghao Xu 0001, Yijin Li, Hujun Bao, Guofeng Zhang 0001, Zhaopeng Cui |
ICCV | 1 |
| 2019 | Robust and Efficient Visual-Inertial Odometry with Multi-plane Priors
Jinyu Li 0002, Bangbang Yang, Guofeng Zhang 0001, Hujun Bao |
PRCV (3) | 2 |
| 2019 | Survey and evaluation of monocular visual-inertial SLAM algorithms for augmented realityabstractAlthough VSLAM/VISLAM has achieved great success, it is still difficult to quantitatively evaluate the localization results of different kinds of SLAM systems from the aspect of augmented reality due to the lack of an appropriate benchmark. For AR applications in practice, a variety of challenging situations (e.g., fast motion, strong rotation, serious motion blur, dynamic interference) may be easily encountered since a home user may not carefully move the AR device, and the real environment may be quite complex. In addition, the frequency of camera lost should be minimized and the recovery from the failure status should be fast and accurate for good AR experience. Existing SLAM datasets/benchmarks generally only provide the evaluation of pose accuracy and their camera motions are somehow simple and do not fit well the common cases in the mobile AR applications. With the above motivation, we build a new visual-inertial dataset as well as a series of evaluation criteria for AR. We also review the existing monocular VSLAM/VISLAM approaches with detailed analyses and comparisons. Especially, we select 8 representative monocular VSLAM/VISLAM approaches/systems and quantitatively evaluate them on our benchmark. Our dataset, sample code and corresponding evaluation tools are available at the benchmark website http://www.zjucvg.net/eval-vislam/. Jinyu Li 0002, Bangbang Yang, Danpeng Chen, Nan Wang 0020, Guofeng Zhang 0001, Hujun Bao |
Virtual Real. Intell. Hardw. | 2 |