EDBT 2026 Demo / reviewers in the wild / expert
Xuanyu Yi
dblp:325/4320
· DBLP profile ↗
11ranked-venue papers
5as first author
11since 2021 · last 2026
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 10 · 4 first-author · 10 since 2021Graphics, computer vision, multimedia, augmented reality and games · 9 · 3 first-author · 9 since 2021Systems, architecture and hardware · 1 · 1 first-author · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Personalize Your Gaussian: Consistent 3D Scene Personalization from a Single ImageabstractPersonalizing 3D scenes from a single reference image enables intuitive user-guided editing, which requires achieving both multi-view consistency across perspectives and referential consistency with the input image. However, these goals are particularly challenging due to the viewpoint bias caused by the limited perspective provided in a single image. Lacking the mechanisms to effectively expand reference information beyond the original view, existing methods of image-conditioned 3DGS personalization often suffer from this viewpoint bias and struggle to produce consistent results. Therefore, in this paper, we present Consistent Personalization for 3D Gaussian Splatting (CP-GS), a framework that progressively propagates the single-view reference appearance to novel perspectives. In particular, CP-GS integrates pre-trained image-to-3D generation and iterative LoRA fine-tuning to extract and extend the reference appearance, and finally produces faithful multi-view guidance images and the personalized 3DGS outputs through a view-consistent generation process guided by geometric cues. Extensive experiments on real-world scenes show that our CP-GS effectively mitigates the viewpoint bias, achieving high-quality image-conditioned 3DGS personalization that significantly outperforms existing methods. Xuanyu Yi, Qingshan Xu 0001, Yuan Zhou 0016, Long Chen 0016, Hanwang Zhang |
AAAI | 2 |
| 2026 | Pushing Rendering Boundaries: Hard Gaussian Splattingabstract3D Gaussian Splatting (3DGS) has demonstrated impressive Novel View Synthesis (NVS) results in a real-time rendering manner. During training, it relies heavily on the average magnitude of view-space positional gradients to grow Gaussians to reduce rendering loss. However, this average operation smooths the positional gradients from different viewpoints and rendering errors from different pixels, hindering the growth and optimization of many defective Gaussians. This leads to strong spurious artifacts in some areas. To address this problem, we propose Hard Gaussian Splatting, dubbed HGS, which considers multi-view significant positional gradients and rendering errors to grow hard Gaussians that fill the gaps of classical Gaussian Splatting on 3D scenes, thus achieving superior NVS results. In detail, we present positional gradient driven HGS, which leverages multi-view significant positional gradients to uncover hard Gaussians. Moreover, we propose rendering error guided HGS, which identifies noticeable pixel rendering errors and potentially over-large Gaussians to jointly mine hard Gaussians. By growing and optimizing these hard Gaussians, our method helps to resolve blurring and needle-like artifacts. Experiments on various datasets demonstrate that our method achieves state-of-the-art rendering quality while maintaining real-time efficiency, yielding LPIPS improvements of 5.1%, 19.7% and 6.3% on Mip-NeRF360, Tanks&Temples and Deep Blending, respectively. Qingshan Xu 0001, Jiequan Cui, Xuanyu Yi, Yuan Zhou 0016, Yew-Soon Ong, Hanwang Zhang |
AAAI | 3 |
| 2025 | Nautilus: Locality-Aware Autoencoder for Scalable Mesh GenerationabstractTriangle meshes are fundamental to 3D applications, enabling efficient modification and rasterization while maintaining compatibility with standard rendering pipelines. However, current automatic mesh generation methods typically rely on intermediate representations that lack the continuous surface quality inherent to meshes. Converting these representations into meshes produces dense, suboptimal outputs. Although recent autoregressive approaches demonstrate promise in directly modeling mesh vertices and faces, they are constrained by the limitation in face count, scalability, and structural fidelity. To address these challenges, we propose Nautilus, a locality-aware autoencoder for artist-like mesh generation that leverages the local properties of manifold meshes to achieve structural fidelity and efficient representation. Our approach introduces a novel tokenization algorithm that preserves face proximity relationships and compresses sequence length through locally shared vertices and edges, enabling the generation of meshes with an unprecedented scale of up to 5,000 faces. Furthermore, we develop a Dual-stream Point Conditioner that provides multi-scale geometric guidance, ensuring global consistency and local structural fidelity by capturing fine-grained geometric features. Extensive experiments demonstrate that Nautilus significantly outperforms state-of-the-art methods in both fidelity and scalability. The project page is at https://nautilusmeshgen.github.io. Xuanyu Yi, Haohan Weng, Qingshan Xu 0001, Xiaokang Wei, Xianghui Yang, Chunchao Guo, Long Chen 0016, Hanwang Zhang |
ICCV | 2 |
| 2024 | Consistent3D: Towards Consistent High-Fidelity Text-to-3D Generation with Deterministic Sampling PriorabstractScore distillation sampling (SDS) and its variants have greatly boosted the development of text-to-3D generation, but are vulnerable to geometry collapse and poor textures yet. To solve this issue, we first deeply analyze the SDS and find that its distillation sampling process indeed corresponds to the trajectory sampling of a stochastic differential equation (SDE): SDS samples along an SDE trajectory to yield a less noisy sample which then serves as a guidance to optimize a 3D model. However, the randomness in SDE sampling often leads to a diverse and unpredictable sample which is not always less noisy, and thus is not a consistently correct guidance, explaining the vulnerability of SDS. Since for any SDE, there always exists an ordinary differential equation (ODE) whose trajectory sampling can deterministically and consistently converge to the desired target point as the SDE, we propose a novel and effective “Consistent3D” method that explores the ODE deterministic sampling prior for text-to-3D generation. Specifically, at each training iteration, given a rendered image by a 3D model, we first estimate its desired 3D score function by a pre-trained 2D diffusion model, and build an ODE for trajectory sampling. Next, we design a consistency distillation sampling loss which samples along the ODE trajectory to generate two adjacent samples and uses the less noisy sample to guide another more noisy one for distilling the deterministic prior into the 3D model. Experimental results show the efficacy of our Consistent3D in generating high-fidelity and diverse 3D objects and large-scale scenes, as shown in Fig. 1. The codes are available at https://github.com/sail-sg/Consistent3D. Zike Wu, Pan Zhou 0002, Xuanyu Yi, Xiaoding Yuan, Hanwang Zhang |
CVPR | 3 |
| 2024 | Diffusion Time-step Curriculum for One Image to 3D GenerationabstractScore distillation sampling (SDS) has been widely adopted to overcome the absence of unseen views in reconstructing 3D objects from a single image. It leverages pretrained 2D diffusion models as teacher to guide the reconstruction of student 3D models. Despite their remarkable success, SDS-based methods often encounter geometric artifacts and texture saturation. We find out the crux is the overlooked indiscriminate treatment of diffusion time-steps during optimization: it unreasonably treats the student-teacher knowledge distillation to be equal at all time-steps and thus entangles coarse-grained and fine-grained modeling. Therefore, we propose the Diffusion Time-step Curriculum one-image-to-3D pipeline (DTC123), which involves both the teacher and student models collaborating with the time-step curriculum in a coarse-to-fine manner. Extensive experiments on NeRF4, RealFusion15, GSO and Level50 benchmark demonstrate that DTC123 can produce multiview consistent, high-quality, and diverse 3D assets. Codes and more generation demos will be released in https://github.com/yxymessi/DTC123. Xuanyu Yi, Zike Wu, Qingshan Xu 0001, Pan Zhou 0002, Joo-Hwee Lim, Hanwang Zhang |
CVPR | 1 |
| 2024 | View-Consistent 3D Editing with Gaussian Splatting
Xuanyu Yi, Zike Wu, Na Zhao 0004, Long Chen 0016, Hanwang Zhang |
ECCV (35) | 2 |
| 2024 | Few-Shot NeRF by Adaptive Rendering Loss Regularization
Qingshan Xu 0001, Xuanyu Yi, Jianyao Xu, Wenbing Tao, Yew-Soon Ong, Hanwang Zhang |
ECCV (66) | 2 |
| 2024 | MVGamba: Unify 3D Content Generation as State Space Sequence ModelingabstractRecent 3D large reconstruction models (LRMs) can generate high-quality 3D content in sub-seconds by integrating multi-view diffusion models with scalable multi-view reconstructors. Current works further leverage 3D Gaussian Splatting as 3D representation for improved visual quality and rendering efficiency. However, we observe that existing Gaussian reconstruction models often suffer from multi-view inconsistency and blurred textures. We attribute this to the compromise of multi-view information propagation in favor of adopting powerful yet computationally intensive architectures (\eg, Transformers).
To address this issue, we introduce MVGamba, a general and lightweight Gaussian reconstruction model featuring a multi-view Gaussian reconstructor based on the RNN-like State Space Model (SSM). Our Gaussian reconstructor propagates causal context containing multi-view information for cross-view self-refinement while generating a long sequence of Gaussians for fine-detail modeling with linear complexity.
With off-the-shelf multi-view diffusion models integrated, MVGamba unifies 3D generation tasks from a single image, sparse images, or text prompts. Extensive experiments demonstrate that MVGamba outperforms state-of-the-art baselines in all 3D content generation scenarios with approximately only $0.1\times$ of the model size. The codes are available at \url{https://github.com/SkyworkAI/MVGamba}. Xuanyu Yi, Zike Wu, Qiuhong Shen, Qingshan Xu 0001, Pan Zhou 0002, Joo-Hwee Lim, Shuicheng Yan, Xinchao Wang, Hanwang Zhang |
NeurIPS | 1 |
| 2023 | Invariant Training 2D-3D Joint Hard Samples for Few-Shot Point Cloud RecognitionabstractWe tackle the data scarcity challenge in few-shot point cloud recognition of 3D objects by using a joint prediction from a conventional 3D model and a well-trained 2D model. Surprisingly, such an ensemble, though seems trivial, has hardly been shown effective in recent 2D-3D models. We find out the crux is the less effective training for the "joint hard samples", which have high confidence prediction on different wrong labels, implying that the 2D and 3D models do not collaborate well. To this end, our proposed invariant training strategy, called INVJOINT, does not only emphasize the training more on the hard samples, but also seeks the invariance between the conflicting 2D and 3D ambiguous predictions. INVJOINT can learn more collaborative 2D and 3D representations for better ensemble. Extensive experiments on 3D shape classification with widely adopted ModelNet10/40, ScanObjectNN and Toys4K, and shape retrieval with ShapeNet-Core validate the superiority of our INVJOINT. Codes will be publicly Available1. Xuanyu Yi, Jiajun Deng, Qianru Sun, Xian-Sheng Hua 0001, Joo-Hwee Lim, Hanwang Zhang |
ICCV | 1 |
| 2023 | Prefetching-based Adaptive Video Streaming Strategy on Edge ComputingabstractDynamic Adaptive Streaming over HTTP (DASH) is a widely adopted video streaming protocol. Adaptive Bitrate Streaming (ABR) algorithm is utilized to dynamically switch between different bitrates. However, traditional ABR algorithms have gradually failed to meet users’ demands for high-quality video transmission, especially in complex network environments. Thus, the current research focus has shifted towards enhancing the accuracy of algorithm. The advent of edge computing has brought new possibilities for DASH transmission. Edge computing-based algorithms can make decisions from a more macroscopic perspective, which can enhance algorithm efficiency. In this paper, we propose an edge computing-based strategy that enables the edge server to obtain the actual file size of the next segment at every bitrate. As a result, edge servers can obtain more informations. We further propose an edge-based system model that assists the ABR algorithm in achieving better operational efficiency. With additional information, the algorithm located at the edge node possesses the capability to make more precise decisions, which is advantageous for enhancing the quality of experience (QoE) for users. Our experiments demonstrate that the proposed strategy can significantly enhance QoE and network resource utilization. Xuanyu Yi, Jipeng Zhou |
ICPADS | 1 |
| 2022 | Identifying Hard Noise in Long-Tailed Sample Distribution
Xuanyu Yi, Kaihua Tang, Xian-Sheng Hua 0001, Joo-Hwee Lim, Hanwang Zhang |
ECCV (26) | 1 |