EDBT 2026 Demo / reviewers in the wild / expert
Yang-Tian Sun
dblp:261/9614
· DBLP profile ↗
13ranked-venue papers
3as first author
13since 2021 · last 2025
0000-0001-6370-1603ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 10 · 3 first-author · 10 since 2021Graphics, computer vision, multimedia, augmented reality and games · 8 · 8 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Deformable Radial Kernel SplattingabstractRecently, Gaussian splatting has emerged as a robust technique for representing 3D scenes, enabling real-time rasterization and high-fidelity rendering. However, Gaussians’ inherent radial symmetry and smoothness constraints limit their ability to represent complex shapes, often requiring thousands of primitives to approximate detailed geometry. We introduce Deformable Radial Kernel (DRK), which extends Gaussian splatting into a more general and flexible framework. Through learnable radial bases with adjustable angles and scales, DRK efficiently models diverse shape primitives while enabling precise control over edge sharpness and boundary curvature. iven DRK’s planar nature, we further develop accurate ray-primitive intersection computation for depth sorting and introduce efficient kernel culling strategies for improved rasterization efficiency. Extensive experiments demonstrate that DRK outperforms existing methods in both representation efficiency and rendering quality, achieving state-of-the-art performance while dramatically reducing primitive count. Ming-Xian Lin, Yang-Tian Sun, Xiaoyang Lyu, Yan-Pei Cao 0001 |
CVPR | 3 |
| 2025 | AnimaX: Animating the Inanimate in 3D with Joint Video-Pose Diffusion ModelsabstractWe present AnimaX, a feed-forward 3D animation framework that bridges the motion priors of video diffusion models with the controllable structure of skeleton-based animation. Traditional motion synthesis methods are either restricted to fixed skeletal topologies or require costly optimization in high-dimensional deformation spaces. In contrast, AnimaX effectively transfers video-based motion knowledge to the 3D domain, supporting diverse articulated meshes with arbitrary skeletons. Our method represents 3D motion as multi-view, multi-frame 2D pose maps, and enables joint video-pose diffusion conditioned on template renderings and a textual motion prompt. We introduce shared positional encodings and modality-aware embeddings to ensure spatial-temporal alignment between video and pose sequences, effectively transferring video priors to motion generation task. The resulting multi-view pose sequences are triangulated into 3D joint positions and converted into mesh animation via inverse kinematics. Trained on a newly curated dataset of 160,000 rigged sequences, AnimaX achieves state-of-the-art results on VBench in generalization, motion fidelity, and efficiency, offering a scalable solution for category-agnostic 3D animation. Zehuan Huang, Yang-Tian Sun, Yan-Pei Cao 0001, Lu Sheng |
SIGGRAPH Asia | 3 |
| 2025 | SeqTex: Generate Mesh Textures in Video SequenceabstractTraining native 3D texture generative models remains a fundamental yet challenging problem, largely due to the limited availability of large-scale, high-quality 3D texture datasets. This scarcity hinders generalization to real-world scenarios. To address this, most existing methods finetune foundation image generative models to exploit their learned visual priors. However, these approaches typically generate only multi-view images and rely on post-processing to produce UV texture maps—an essential representation in modern graphics pipelines. Such two-stage pipelines often suffer from error accumulation and spatial inconsistencies across the 3D surface. In this paper, we introduce SeqTex, a novel end-to-end framework that leverages the visual knowledge encoded in pretrained video foundation models to directly generate complete UV texture maps. Unlike previous methods that model the distribution of UV textures in isolation, SeqTex reformulates the task as a sequence generation problem, enabling the model to learn the joint distribution of multi-view renderings and UV textures. This design effectively transfers the consistent image-space priors from video foundation models into the UV domain. To further enhance performance, we propose several architectural innovations: a decoupled multi-view and UV branch design, geometry-informed attention to guide cross-domain feature alignment, and adaptive token resolution to preserve fine texture details while maintaining computational efficiency. Together, these components allow SeqTex to fully utilize pretrained video priors and synthesize high-fidelity UV texture maps without the need for post-processing. Extensive experiments show that SeqTex achieves state-of-the-art performance on both image-conditioned and text-conditioned 3D texture generation tasks, with superior 3D consistency, texture-geometry alignment, and real-world generalization. Our project page is https://yuanze1024.github.io/SeqTex/. Ze Yuan, Xin Yu 0004, Yang-Tian Sun, Yan-Pei Cao 0001, Ding Liang, Xiaojuan Qi 0001 |
SIGGRAPH Asia | 3 |
| 2024 | SC-GS: Sparse-Controlled Gaussian Splatting for Editable Dynamic ScenesabstractNovel view synthesis for dynamic scenes is still a challenging problem in computer vision and graphics. Recently, Gaussian splatting has emerged as a robust technique to represent static scenes and enable high-quality and real-time novel view synthesis. Building upon this technique, we propose a new representation that explicitly decomposes the motion and appearance of dynamic scenes into sparse control points and dense Gaussians, respectively. Our key idea is to use sparse control points, significantly fewer in number than the Gaussians, to learn compact 6 DoF transformation bases, which can be locally interpolated through learned interpolation weights to yield the motion field of 3D Gaussians. We employ a deformation MLP to predict time-varying 6 DoF transformations for each control point, which reduces learning complexities, enhances learning abilities, and facilitates obtaining temporal and spatial coherent motion patterns. Then, we jointly learn the 3D Gaussians, the canonical space locations of control points, and the deformation MLP to reconstruct the appearance, geometry, and dynamics of 3D scenes. During learning, the location and number of control points are adaptively adjusted to accommodate varying motion complexities in different regions, and an ARAP loss following the principle of as rigid as possible is developed to enforce spatial continuity and local rigidity of learned motions. Finally, thanks to the explicit sparse motion representation and its decomposition from appearance, our method can enable user-controlled motion editing while retaining high-fidelity appearances. Extensive experiments demonstrate that our approach outperforms existing approaches on novel view synthesis with a high rendering speed and enables novel appearance-preserved motion editing applications. Yihua Huang 0002, Yang-Tian Sun, Ziyi Yang 0008, Xiaoyang Lyu, Yan-Pei Cao 0001, Xiaojuan Qi 0001 |
CVPR | 2 |
| 2024 | Total-Decom: Decomposed 3D Scene Reconstruction with Minimal InteractionabstractScene reconstruction from multi-view images is a fun- damental problem in computer vision and graphics. Re- cent neural implicit surface reconstruction methods have achieved high-quality results; however, editing and ma- nipulating the 3D geometry of reconstructed scenes re- mains challenging due to the absence of naturally decom- posed object entities and complex object/background com- positions. In this paper, we present Total-Decom, a novel method for decomposed 3D reconstruction with minimal human interaction. Our approach seamlessly integrates the Segment Anything Model (SAM) with hybrid implicit- explicit neural surface representations and a mesh-based region-growing technique for accurate 3D object decom- position. Total-Decom requires minimal human annotations while providing users with real-time control over the granularity and quality of decomposition. We extensively evaluate our method on benchmark datasets and demon- strate its potential for downstream applications, such as animation and scene editing. The code is available at https://github.com/CVMI-Lab/Total-Decom.git. Xiaoyang Lyu, Chirui Chang, Peng Dai 0003, Yang-Tian Sun, Xiaojuan Qi 0001 |
CVPR | 4 |
| 2024 | 3D-Aware Text-Driven Talking Avatar Generation
Xiuzhe Wu, Yang-Tian Sun, Handi Chen, Hang Zhou 0009, Jingdong Wang 0001, Zhengzhe Liu, Xiaojuan Qi 0001 |
ECCV (88) | 2 |
| 2024 | Splatter a Video: Video Gaussian Representation for Versatile ProcessingabstractVideo representation is a long-standing problem that is crucial for various downstream tasks, such as tracking, depth prediction, segmentation, view synthesis, and editing. However, current methods either struggle to model complex motions due to the absence of 3D structure or rely on implicit 3D representations that are ill-suited for manipulation tasks. To address these challenges, we introduce a novel explicit 3D representation—video Gaussian representation—that embeds a video into 3D Gaussians.
Our proposed representation models video appearance in a 3D canonical space using explicit Gaussians as proxies and associates each Gaussian with 3D motions for video motion. This approach offers a more intrinsic and explicit representation than layered atlas or volumetric pixel matrices. To obtain such a representation, we distill 2D priors, such as optical flow and depth, from foundation models to regularize learning in this ill-posed setting.
Extensive applications demonstrate the versatility of our new video representation. It has been proven effective in numerous video processing tasks, including tracking, consistent video depth and feature refinement, motion and appearance editing, and stereoscopic video generation. Yang-Tian Sun, Yihua Huang 0002, Xiaoyang Lyu, Yan-Pei Cao 0001, Xiaojuan Qi 0001 |
NeurIPS | 1 |
| 2024 | Spec-Gaussian: Anisotropic View-Dependent Appearance for 3D Gaussian SplattingabstractThe recent advancements in 3D Gaussian splatting (3D-GS) have not only facilitated real-time rendering through modern GPU rasterization pipelines but have also attained state-of-the-art rendering quality. Nevertheless, despite its exceptional rendering quality and performance on standard datasets, 3D-GS frequently encounters difficulties in accurately modeling specular and anisotropic components. This issue stems from the limited ability of spherical harmonics (SH) to represent high-frequency information. To overcome this challenge, we introduce Spec-Gaussian, an approach that utilizes an anisotropic spherical Gaussian (ASG) appearance field instead of SH for modeling the view-dependent appearance of each 3D Gaussian. Additionally, we have developed a coarse-to-fine training strategy to improve learning efficiency and eliminate floaters caused by overfitting in real-world scenes. Our experimental results demonstrate that our method surpasses existing approaches in terms of rendering quality. Thanks to ASG, we have significantly improved the ability of 3D-GS to model scenes with specular and anisotropic components without increasing the number of 3D Gaussians. This improvement extends the applicability of 3D GS to handle intricate scenarios with specular and anisotropic surfaces. Ziyi Yang 0008, Yang-Tian Sun, Yihua Huang 0002, Xiaoyang Lyu, Shaohui Jiao, Xiaojuan Qi 0001, Xiaogang Jin 0001 |
NeurIPS | 3 |
| 2024 | 3DGSR: Implicit Surface Reconstruction with 3D Gaussian SplattingabstractIn this paper, we present an implicit surface reconstruction method with 3D Gaussian Splatting (3DGS), namely 3DGSR, that allows for accurate 3D reconstruction with intricate details while inheriting the high efficiency and rendering quality of 3DGS. The key insight is to incorporate an implicit signed distance field (SDF) within 3D Gaussians for surface modeling, and to enable the alignment and joint optimization of both SDF and 3D Gaussians. To achieve this, we design coupling strategies that align and associate the SDF with 3D Gaussians, allowing for unified optimization and enforcing surface constraints on the 3D Gaussians. With alignment, optimizing the 3D Gaussians provides supervisory signals for SDF learning, enabling the reconstruction of intricate details. However, this only offers sparse supervisory signals to the SDF at locations occupied by Gaussians, which is insufficient for learning a continuous SDF. Then, to address this limitation, we incorporate volumetric rendering and align the rendered geometric attributes (depth, normal) with that derived from 3DGS. In sum, these two designs allow SDF and 3DGS to be aligned, jointly optimized, and mutually boosted. Our extensive experimental results demonstrate that our 3DGSR enables high-quality 3D surface reconstruction while preserving the efficiency and rendering quality of 3DGS. Besides, our method competes favorably with leading surface reconstruction techniques while offering a more efficient learning process and much better rendering qualities. Xiaoyang Lyu, Yang-Tian Sun, Yihua Huang 0002, Xiuzhe Wu, Ziyi Yang 0008, Jiangmiao Pang, Xiaojuan Qi 0001 |
ACM Trans. Graph. | 2 |
| 2023 | Human Motion Transfer With 3D Constraints and Detail EnhancementabstractWe propose a new method for realistic human motion transfer using a generative adversarial network (GAN), which generates a motion video of a target character imitating actions of a source character, while maintaining high authenticity of the generated results. We tackle the problem by decoupling and recombining the posture information and appearance information of both the source and target characters. The innovation of our approach lies in the use of the projection of a reconstructed 3D human model as the condition of GAN to better maintain the structural integrity of transfer results in different poses. We further introduce a detail enhancement net to enhance the details of transfer results by exploiting the details in real source frames. Extensive experiments show that our approach yields better results both qualitatively and quantitatively than the state-of-the-art methods. Yang-Tian Sun, Qian-Cheng Fu, Yue-Ren Jiang, Zitao Liu 0001, Yukun Lai, Hongbo Fu 0001, Lin Gao 0004 |
IEEE Trans. Pattern Anal. Mach. Intell. | 1 |
| 2023 | Robust Pose Transfer With Dynamic Details Using Neural Video RenderingabstractPose transfer of human videos aims to generate a high-fidelity video of a target person imitating actions of a source person. A few studies have made great progress either through image translation with deep latent features or neural rendering with explicit 3D features. However, both of them rely on large amounts of training data to generate realistic results, and the performance degrades on more accessible Internet videos due to insufficient training frames. In this paper, we demonstrate that the dynamic details can be preserved even when trained from short monocular videos. Overall, we propose a neural video rendering framework coupled with an image-translation-based dynamic details generation network (D$^{2}$G-Net), which fully utilizes both the stability of explicit 3D features and the capacity of learning components. To be specific, a novel hybrid texture representation is presented to encode both the static and pose-varying appearance characteristics, which is then mapped to the image space and rendered as a detail-rich frame in the neural rendering stage. Through extensive comparisons, we demonstrate that our neural human video renderer is capable of achieving both clearer dynamic details and more robust performance even on accessible short videos with only 2 k$\sim$4 k frames, as illustrated in Fig. 1. Yang-Tian Sun, Hao-Zhi Huang 0001, Xuan Wang 0009, Yukun Lai, Wei Liu 0005, Lin Gao 0004 |
IEEE Trans. Pattern Anal. Mach. Intell. | 1 |
| 2023 | Interactive NeRF Geometry Editing With Shape PriorsabstractNeural Radiance Fields (NeRFs) have shown great potential for tasks like novel view synthesis of static 3D scenes. Since NeRFs are trained on a large number of input images, it is not trivial to change their content afterwards. Previous methods to modify NeRFs provide some control but they do not support direct shape deformation which is common for geometry representations like triangle meshes. In this paper, we present a NeRF geometry editing method that first extracts a triangle mesh representation of the geometry inside a NeRF. This mesh can be modified by any 3D modeling tool (we use ARAP mesh deformation). The mesh deformation is then extended into a volume deformation around the shape which establishes a mapping between ray queries to the deformed NeRF and the corresponding queries to the original NeRF. The basic shape editing mechanism is extended towards more powerful and more meaningful editing handles by generating box abstractions of the NeRF shapes which provide an intuitive interface to the user. By additionally assigning semantic labels, we can even identify and combine parts from different objects. We demonstrate the performance and quality of our method in a number of experiments on synthetic data as well as real captured scenes. Yu-Jie Yuan, Yang-Tian Sun, Yukun Lai, Yuewen Ma, Rongfei Jia, Leif Kobbelt, Lin Gao 0004 |
IEEE Trans. Pattern Anal. Mach. Intell. | 2 |
| 2022 | NeRF-Editing: Geometry Editing of Neural Radiance FieldsabstractImplicit neural rendering, especially Neural Radiance Field (NeRF), has shown great potential in novel view synthesis of a scene. However, current NeRF-based methods cannot enable users to perform user-controlled shape deformation in the scene. While existing works have proposed some approaches to modify the radiance field according to the user's constraints, the modification is limited to color editing or object translation and rotation. In this paper, we propose a method that allows users to perform controllable shape deformation on the implicit representation of the scene, and synthesizes the novel view images of the edited scene without re-training the network. Specifically, we establish a correspondence between the extracted explicit mesh representation and the implicit neural representation of the target scene. Users can first utilize well-developed mesh-based deformation methods to deform the mesh representation of the scene. Our method then utilizes user edits from the mesh representation to bend the camera rays by introducing a tetrahedra mesh as a proxy, obtaining the rendering results of the edited scene. Extensive experiments demonstrate that our framework can achieve ideal editing results not only on synthetic data, but also on real scenes captured by users. Yu-Jie Yuan, Yang-Tian Sun, Yukun Lai, Yuewen Ma, Rongfei Jia, Lin Gao 0004 |
CVPR | 2 |