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Tiansong Zhou

dblp:266/1187 · DBLP profile ↗
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4ranked-venue papers
2as first author
3since 2021 · last 2025
0000-0002-7452-2325ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 4 · 2 first-author · 3 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
3 papers
Rendering · 79% Virtual and augmented reality · 12% Geometric modeling and processing · 10%
Artificial intelligence
2 papers
3D vision · 100%

Topics — the 11 heaviest of 12, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
neural rendering
1.622025
Real-Time High-Resolution View Synthesis of Complex Scenes With Explicit 3D Visibility Reasoning · IEEE Trans. Vis. Comput. Graph. 2025
HDhuman: High-Quality Human Novel-View Rendering From Sparse Views · IEEE Trans. Vis. Comput. Graph. 2024
Rendering
novel view synthesis
1.622025
Real-Time High-Resolution View Synthesis of Complex Scenes With Explicit 3D Visibility Reasoning · IEEE Trans. Vis. Comput. Graph. 2025
HDhuman: High-Quality Human Novel-View Rendering From Sparse Views · IEEE Trans. Vis. Comput. Graph. 2024
Computer vision › 3D vision
3d reconstruction
1.022025
HDhuman: High-Quality Human Novel-View Rendering From Sparse Views · IEEE Trans. Vis. Comput. Graph. 2024
Real-Time High-Resolution View Synthesis of Complex Scenes With Explicit 3D Visibility Reasoning · IEEE Trans. Vis. Comput. Graph. 2025
Rendering › gaussian splatting
3d gaussian splatting
0.912025
TaoAvatar: Real-Time Lifelike Full-Body Talking Avatars for Augmented Reality via 3D Gaussian Splatting · CVPR 2025
Virtual and augmented reality
avatar
0.912025
TaoAvatar: Real-Time Lifelike Full-Body Talking Avatars for Augmented Reality via 3D Gaussian Splatting · CVPR 2025
Rendering › volume rendering
differentiable volume rendering
0.912025
Real-Time High-Resolution View Synthesis of Complex Scenes With Explicit 3D Visibility Reasoning · IEEE Trans. Vis. Comput. Graph. 2025
Rendering
volume rendering
0.912025
Real-Time High-Resolution View Synthesis of Complex Scenes With Explicit 3D Visibility Reasoning · IEEE Trans. Vis. Comput. Graph. 2025
Computer vision › 3D vision › 3d human reconstruction
human performance reconstruction
0.812024
HDhuman: High-Quality Human Novel-View Rendering From Sparse Views · IEEE Trans. Vis. Comput. Graph. 2024
Computer vision › 3D vision › 3d reconstruction
geometric reconstruction
0.312025
Real-Time High-Resolution View Synthesis of Complex Scenes With Explicit 3D Visibility Reasoning · IEEE Trans. Vis. Comput. Graph. 2025
Geometric modeling and processing
mesh processing
0.212024
HDhuman: High-Quality Human Novel-View Rendering From Sparse Views · IEEE Trans. Vis. Comput. Graph. 2024
Geometric modeling and processing
surface reconstruction
0.212024
HDhuman: High-Quality Human Novel-View Rendering From Sparse Views · IEEE Trans. Vis. Comput. Graph. 2024

Methods — techniques the papers use, named apart from their topics

multi-view supervision · 1.7explicit 3d visibility reasoning · 1.7pixel-aligned spatial transformer · 1.5multi-view feature integration · 1.5geometry-guided feature integration · 1.5style-unet · 0.9distillation · 0.9blend shapes · 0.9MLP · 0.9
YearPublicationVenuePosition
2025 TaoAvatar: Real-Time Lifelike Full-Body Talking Avatars for Augmented Reality via 3D Gaussian Splatting
abstract
Realistic 3D full-body talking avatars hold great potential in AR, with applications ranging from e-commerce live streaming to holographic communication. Despite advances in 3D Gaussian Splatting (3DGS) for lifelike avatar creation, existing methods struggle with fine-grained control of facial expressions and body movements in full-body talking tasks. Additionally, they often lack sufficient details and cannot run in real-time on mobile devices. We present TaoAvatar, a high-fidelity, lightweight, 3DGS-based full-body talking avatar driven by various signals. Our approach starts by creating a personalized clothed human parametric template that binds Gaussians to represent appearances. We then pre-train a Style-Unet-based network to handle complex pose-dependent non-rigid deformation, which can capture high-frequency appearance details but is too resource-intensive for mobile devices. To overcome this, we "bake" the non-rigid deformations into a lightweight MLP-based network using a distillation technique and develop blend shapes to compensate for details. Extensive experiments show that TaoAvatar achieves state-of-the-art rendering quality while running in real-time across various devices, maintaining 90 FPS on high-definition stereo devices such as the Apple Vision Pro.
Jianchuan Chen, Jingchuan Hu, Gaige Wang, Zhonghua Jiang 0006, Tiansong Zhou, Zhiwen Chen 0002, Chengfei Lv
CVPR5
2025 Real-Time High-Resolution View Synthesis of Complex Scenes With Explicit 3D Visibility Reasoning
abstract
Rendering photo-realistic novel-view images of complex scenes has been a long-standing challenge in computer graphics. In recent years, great research progress has been made in enhancing rendering quality and accelerating rendering speed in the realm of view synthesis. However, when rendering complex dynamic scenes with sparse views, the rendering quality remains limited due to occlusion problems. Besides, for rendering high-resolution images on dynamic scenes, the rendering speed is still far from real-time. In this work, we propose a generalizable view synthesis method that can render high-resolution novel-view images of complex static and dynamic scenes in real-time from sparse views. To address the occlusion problems arising from the sparsity of input views and the complexity of captured scenes, we introduce an explicit 3D visibility reasoning approach that can efficiently estimate the visibility of sampled 3D points to the input views. The proposed visibility reasoning approach is fully differentiable and can gracefully fit inside the volume rendering pipeline, allowing us to train our networks with only multi-view images as supervision while refining geometry and texture simultaneously. Besides, each module in our pipeline is carefully designed to bypass the time-consuming MLP querying process and enhance the rendering quality of high-resolution images, enabling us to render high-resolution novel-view images in real-time. Experimental results show that our method outperforms previous view synthesis methods in both rendering quality and speed, particularly when dealing with complex dynamic scenes with sparse views.
Tiansong Zhou, Yu Li 0003, Xuangeng Chu, Chengkun Cao, Changyin Zhou, F. Richard Yu, Yebin Liu
IEEE Trans. Vis. Comput. Graph.1
2024 HDhuman: High-Quality Human Novel-View Rendering From Sparse Views
abstract
In this paper, we aim to address the challenge of novel view rendering of human performers that wear clothes with complex texture patterns using a sparse set of camera views. Although some recent works have achieved remarkable rendering quality on humans with relatively uniform textures using sparse views, the rendering quality remains limited when dealing with complex texture patterns as they are unable to recover the high-frequency geometry details that are observed in the input views. To this end, we propose HDhuman, which uses a human reconstruction network with a pixel-aligned spatial transformer and a rendering network with geometry-guided pixel-wise feature integration to achieve high-quality human reconstruction and rendering. The designed pixel-aligned spatial transformer calculates the correlations between the input views and generates human reconstruction results with high-frequency details. Based on the surface reconstruction results, the geometry-guided pixel-wise visibility reasoning provides guidance for multi-view feature integration, enabling the rendering network to render high-quality images at 2k resolution on novel views. Unlike previous neural rendering works that always need to train or fine-tune an independent network for a different scene, our method is a general framework that is able to generalize to novel subjects. Experiments show that our approach outperforms all the prior generic or specific methods on both synthetic data and real-world data. Source code and test data will be made publicly available for research purposes at http://cic.tju.edu.cn/faculty/likun/projects/HDhuman/index.html.
Tiansong Zhou, Tao Yu 0007, Ruizhi Shao, Kun Li 0001
IEEE Trans. Vis. Comput. Graph.1
2020 View Synthesis from multi-view RGB data using multilayered representation and volumetric estimation
abstract
Aiming at free-view exploration of complicated scenes, this paper presents a method for interpolating views among multi RGB cameras. In this study, we combine the idea of cost volume, which represent 3D information, and 2D semantic segmentation of the scene, to accomplish view synthesis of complicated scenes. We use the idea of cost volume to estimate the depth and confidence map of the scene, and use a multi-layer representation and resolution of the data to optimize the view synthesis of the main object. /Conclusions By applying different treatment methods on different layers of the volume, we can handle complicated scenes containing multiple persons and plentiful occlusions. We also propose the view-interpolation→multi-view reconstruction→view interpolation pipeline to iteratively optimize the result. We test our method on varying data of multi-view scenes and generate decent results.
Zhaoqi Su, Tiansong Zhou, Kun Li 0001, David J. Brady, Yebin Liu
Virtual Real. Intell. Hardw.2