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Victor Rong

dblp:323/0139 · DBLP profile ↗
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5ranked-venue papers
1as first author
5since 2021 · last 2025
0000-0003-4663-9435ORCID · reported

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 2021Artificial intelligence and machine learning · 2 · 2 since 2021Theory of computation · 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
Visual content generation and editing · 63% Geometric modeling and processing · 37%
Artificial intelligence
2 papers
Generative modeling · 91% 3D vision · 9%
Theoretical computer science
1 paper
Graph algorithms and graph theory · 87% Approximation and online algorithms · 13%

Topics — the 8 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Generative modeling
diffusion model
1.522024
TC4D: Trajectory-Conditioned Text-to-4D Generation · ECCV (46) 2024
4D-fy: Text-to-4D Generation Using Hybrid Score Distillation Sampling · CVPR 2024
Visual content generation and editing › 3d content generation
text-to-4d generation
1.522024
TC4D: Trajectory-Conditioned Text-to-4D Generation · ECCV (46) 2024
4D-fy: Text-to-4D Generation Using Hybrid Score Distillation Sampling · CVPR 2024
Machine learning › Generative modeling › diffusion model
score distillation sampling
0.812024
4D-fy: Text-to-4D Generation Using Hybrid Score Distillation Sampling · CVPR 2024
Visual content generation and editing › 3d content generation
4d content generation
0.812024
TC4D: Trajectory-Conditioned Text-to-4D Generation · ECCV (46) 2024
Geometric modeling and processing
collision detection
0.712023
Dense, Interlocking-Free and Scalable Spectral Packing of Generic 3D Objects · ACM Trans. Graph. 2023
Graph algorithms and graph theory › shortest path
approximate shortest paths
0.612022
New Additive Approximations for Shortest Paths and Cycles · ICALP 2022
Graph algorithms and graph theory
shortest path
0.612022
New Additive Approximations for Shortest Paths and Cycles · ICALP 2022
Approximation and online algorithms › approximation algorithms › approximation guarantees
additive approximation
0.212022
New Additive Approximations for Shortest Paths and Cycles · ICALP 2022

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

trajectory conditioning · 1.5hybrid score distillation sampling · 1.5diffusion model · 1.5alternating optimization · 1.5voxel representation · 0.7interlocking detection · 0.7cost function optimization · 0.7
YearPublicationVenuePosition
2025 GStex: Per-Primitive Texturing of 2D Gaussian Splatting for Decoupled Appearance and Geometry Modeling
abstract
Gaussian splatting has demonstrated excellent performance for view synthesis and scene reconstruction. The representation achieves photorealistic quality by optimizing the position, scale, color, and opacity of thousands to millions of 2D or 3D Gaussian primitives within a scene. However, since each Gaussian primitive encodes both appearance and geometry, these attributes are strongly coupled-thus, high-fidelity appearance modeling requires a large number of Gaussian primitives, even when the scene geometry is simple (e.g., for a textured planar surface). We propose to texture each 2D Gaussian primitive so that even a single Gaussian can be used to capture appearance details. By employing per-primitive texturing, our appearance representation is agnostic to the topology and complexity of the scene's geometry. We show that our approach, GStex, yields improved visual quality over prior work in texturing Gaussian splats. Furthermore, we demonstrate that our decoupling enables improved novel view synthesis performance compared to 2D Gaussian splatting when reducing the number of Gaussian primitives, and that GStex can be used for scene appearance editing and re-texturing.
Victor Rong, Jingxiang Chen, Sherwin Bahmani, Kiriakos N. Kutulakos, David B. Lindell
WACV1
2024 4D-fy: Text-to-4D Generation Using Hybrid Score Distillation Sampling
abstract
Recent breakthroughs in text-to-4D generation rely on pre-trained text-to-image and text-to-video models to generate dynamic 3D scenes. However, current text-to-4D methods face a three-way tradeoff between the quality of scene appearance, 3D structure, and motion. For example, text-to-image models and their 3D-aware variants are trained on internet-scale image datasets and can be used to produce scenes with realistic appearance and 3D structure—but no motion. Text-to-video models are trained on relatively smaller video datasets and can produce scenes with motion, but poorer appearance and 3D structure. While these models have complementary strengths, they also have opposing weaknesses, making it difficult to combine them in a way that alleviates this three-way tradeoff. Here, we introduce hybrid score distillation sampling, an alternating optimization procedure that blends supervision signals from multiple pre-trained diffusion models and incorporates benefits of each for high-fidelity text-to-4D generation. Using hybrid SDS, we demonstrate synthesis of 4D scenes with compelling appearance, 3D structure, and motion.
Sherwin Bahmani, Ivan Skorokhodov, Victor Rong, Gordon Wetzstein, Leonidas J. Guibas, Peter Wonka, Sergey Tulyakov, Jeong Joon Park, Andrea Tagliasacchi, David B. Lindell
CVPR3
2024 TC4D: Trajectory-Conditioned Text-to-4D Generation
Sherwin Bahmani, Wang Yifan 0001, Ivan Skorokhodov, Victor Rong, Ziwei Liu 0002, Xihui Liu, Jeong Joon Park, Sergey Tulyakov, Gordon Wetzstein, Andrea Tagliasacchi, David B. Lindell
ECCV (46)5
2023 Dense, Interlocking-Free and Scalable Spectral Packing of Generic 3D Objects
abstract
Packing 3D objects into a known container is a very common task in many industries such as packaging, transportation, and manufacturing. This important problem is known to be NP-hard and even approximate solutions are challenging. This is due to the difficulty of handling interactions between objects with arbitrary 3D geometries and a vast combinatorial search space. Moreover, the packing must be interlocking-free for real-world applications. In this work, we first introduce a novel packing algorithm to search for placement locations given an object. Our method leverages a discrete voxel representation. We formulate collisions between objects as correlations of functions computed efficiently using Fast Fourier Transform (FFT). To determine the best placements, we utilize a novel cost function, which is also computed efficiently using FFT. Finally, we show how interlocking detection and correction can be addressed in the same framework resulting in interlocking-free packing. We propose a challenging benchmark with thousands of 3D objects to evaluate our algorithm. Our method demonstrates state-of-the-art performance on the benchmark when compared to existing methods in both density and speed.
Qiaodong Cui, Victor Rong, Desai Chen, Wojciech Matusik
ACM Trans. Graph.2
2022 New Additive Approximations for Shortest Paths and Cycles
Mingyang Deng, Yael Kirkpatrick, Victor Rong, Virginia Vassilevska Williams, Ziqian Zhong
ICALP3