Demo Data from EDBT 2026 / reviewers in the wild / expert
Huizhi Zhu
dblp:311/9421
· DBLP profile ↗
5ranked-venue papers
2as first author
5since 2021 · last 2026
0000-0001-6083-8452ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 first-author · 4 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 first-author · 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
2 papers |
Visual content generation and editing · 60% Rendering · 40% | |
| Artificial intelligence
2 papers |
Graph learning · 42% Robot manipulation · 42% Generative modeling · 16% |
Topics — the 9 heaviest of 9, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Visual content generation and editing
3d content creation |
1.0 | 1 | 2026 | Tempo3D: Efficient Temporal-Aware Fine-Tuning and Multi-View Latent Aggregation for 3D Generation · ACM Trans. Graph. 2026 |
Visual content generation and editing
3d shape generation |
1.0 | 1 | 2026 | Tempo3D: Efficient Temporal-Aware Fine-Tuning and Multi-View Latent Aggregation for 3D Generation · ACM Trans. Graph. 2026 |
Visual content generation and editing › 3d content editing
text-driven 3d editing |
1.0 | 1 | 2026 | Tempo3D: Efficient Temporal-Aware Fine-Tuning and Multi-View Latent Aggregation for 3D Generation · ACM Trans. Graph. 2026 |
Rendering › gaussian splatting
3d gaussian splatting |
0.9 | 1 | 2025 | JumpingGS: Level-jump 3D Gaussian Representation for Delicate Textures in Aerial Large-scale Scene Rendering · ACM Trans. Graph. 2025 |
Rendering
neural rendering |
0.9 | 1 | 2025 | JumpingGS: Level-jump 3D Gaussian Representation for Delicate Textures in Aerial Large-scale Scene Rendering · ACM Trans. Graph. 2025 |
Machine learning › Graph learning
graph neural network |
0.8 | 1 | 2024 | Graph-geometric message passing via a graph convolution transformer for FKP regression · Sci. China Inf. Sci. 2024 |
Robotics › Robot manipulation
grasping |
0.8 | 1 | 2024 | Graph-geometric message passing via a graph convolution transformer for FKP regression · Sci. China Inf. Sci. 2024 |
Machine learning › Generative modeling › diffusion model
latent diffusion model |
0.3 | 1 | 2026 | Tempo3D: Efficient Temporal-Aware Fine-Tuning and Multi-View Latent Aggregation for 3D Generation · ACM Trans. Graph. 2026 |
Rendering
large-scale scene rendering |
0.3 | 1 | 2025 | JumpingGS: Level-jump 3D Gaussian Representation for Delicate Textures in Aerial Large-scale Scene Rendering · ACM Trans. Graph. 2025 |
Methods — techniques the papers use, named apart from their topics
multimodal large language model · 2.0multi-view latent aggregation · 2.0flow-based models · 2.0LoRA fine-tuning · 2.0level-jump splitting · 0.9gradient thresholding · 0.9density control · 0.9message passing · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Tempo3D: Efficient Temporal-Aware Fine-Tuning and Multi-View Latent Aggregation for 3D GenerationabstractDespite recent advancements in native latent diffusion models for single-view 3D generation, they still suffer from inadequate geometric details due to the global entanglement of VecSet-based representations and inaccurate structural topology arising from single-view ambiguity. Existing solutions often rely on model scaling over large-scale datasets to improve fidelity, which is computationally prohibitive and inefficient in capturing fine-grained details. In this work, we propose Tempo3D , a resource-efficient paradigm for high-fidelity VecSet-based 3D generation via efficient temporal-aware fine-tuning and multi-view latent aggregation. Our approach consists of two critical components: (1) To facilitate robust detail learning, we establish the TempoDetail dataset and design the Time-Segmented LoRA (TS-LoRA) module. TS-LoRA exploits the inherent "structure-to-details" temporal transition of flow-based models to decouple feature learning, significantly bolstering the capacity to produce high-frequency details without large-scale retraining. (2) To mitigate geometric inaccuracies stemming from single-view ambiguity, we propose a multi-view latent aggregation strategy incorporating Soft Flow Trajectory Projection (Soft FTP) and Score-based Velocity Field Aggregation (SVFA). By aggregating reference views derived from Multimodal Large Language Models (MLLMs), these components resolve the intrinsic conflicts between velocity vectors caused by cross-view latent discrepancies, thereby preventing geometric collapse and ensuring directional consistency. Moreover, the integration of MLLMs empowers Tempo3D to support precise semantic 3D editing via natural language prompts while maintaining structural integrity. Experiments demonstrate that Tempo3D outperforms state-of-the-art baselines in generation quality, geometric precision, and editability under a highly efficient computational budget. Huizhi Zhu, Jiongming Qin, Yusen Wang 0002, Chunxia Xiao |
ACM Trans. Graph. | 1 |
| 2025 | ReDACT: Reconstructing Detailed Avatar with Controllable Texture
Zezheng Chen, Huizhi Zhu, Fei Luo 0004, Chunxia Xiao |
CASA | 2 |
| 2025 | JumpingGS: Level-jump 3D Gaussian Representation for Delicate Textures in Aerial Large-scale Scene RenderingabstractExisting 3D Gaussian (3DGS) based methods tend to produce blurriness and artifacts on delicate textures (small objects and high-frequency textures) in aerial large-scale scenes. The reason is that the delicate textures usually occupy a relatively small number of pixels, and the accumulated gradients from loss function are difficult to promote the splitting of 3DGS. To minimize the rendering error, the model will use a small number of large Gaussians to cover these details, resulting in blurriness and artifacts. To solve the above problem, we propose a novel hierarchical Gaussian: JumpingGS. JumpingGS assigns different levels to Gaussians to establish a hierarchical representation. Low-level Gaussians are responsible for the coarse appearance, while high-level Gaussians are responsible for the details. First, we design a splitting strategy that allows low-level Gaussians to skip intermediate levels and directly split the appropriate high-level Gaussians for delicate textures. This level-jump splitting ensures that the weak gradients of delicate textures can always activate a higher level instead of being ignored by the intermediate levels. Second, JumpingGS reduces the gradient and opacity thresholds for density control according to the representation levels, which improves the sensitivity of high-level Gaussians to delicate textures. Third, we design a novel training strategy to detect training views in hard-to-observe regions, and train the model multiple times on these views to alleviate underfitting. Experiments on aerial large-scale scenes demonstrate that JumpingGS outperforms existing 3DGS-based methods, accurately and efficiently recovering delicate textures in large scenes. Jiongming Qin, Kaixuan Zhou, Yu Jiang 0007, Huizhi Zhu, Fei Luo 0004, Chunxia Xiao |
ACM Trans. Graph. | 4 |
| 2025 | HumanIR-MGI: human inverse rendering via jointly optimizing geometry, material, and illumination
Ruhao Wang, Yu Jiang 0007, Huizhi Zhu, Fei Luo 0004, Chunxia Xiao |
Vis. Comput. | 3 |
| 2024 | Graph-geometric message passing via a graph convolution transformer for FKP regression
Huizhi Zhu, Jian Huang 0001, Baocheng Yu |
Sci. China Inf. Sci. | 1 |