Mulin Yu

dblp:330/1392 · DBLP profile ↗
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12ranked-venue papers
2as first author
12since 2021 · last 2026
0000-0002-0327-4547ORCID · corroborated

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

Artificial intelligence and machine learning · 9 · 2 first-author · 9 since 2021Graphics, computer vision, multimedia, augmented reality and games · 9 · 1 first-author · 9 since 2021
YearPublicationVenuePosition
2026 MeshSplat: Generalizable Sparse-View Surface Reconstruction via Gaussian Splatting
abstract
Surface reconstruction has been widely studied in computer vision and graphics. However, existing surface reconstruction works struggle to recover accurate scene geometry when the input views are extremely sparse. To address this issue, we propose MeshSplat, a generalizable sparse-view surface reconstruction framework via Gaussian Splatting. Our key idea is to leverage 2DGS as a bridge, which connects novel view synthesis to learned geometric priors and then transfers these priors to achieve surface reconstruction. Specifically, we incorporate a feed-forward network to predict per-view pixel-aligned 2DGS, which enables the network to synthesize novel view images and thus eliminates the need for direct 3D ground-truth supervision. To improve the accuracy of 2DGS position and orientation prediction, we propose a Weighted Chamfer Distance Loss to regularize the depth maps, especially in overlapping areas of input views, and also a normal prediction network to align the orientation of 2DGS with normal vectors predicted by a monocular normal estimator. Extensive experiments validate the effectiveness of our proposed improvement, demonstrating that our method achieves state-of-the-art performance in generalizable sparse-view mesh reconstruction tasks.
Hanzhi Chang, Ruijie Zhu 0002, Wenjie Chang, Mulin Yu, Yanzhe Liang, Jiahao Lu 0001, Tianzhu Zhang 0001
AAAI4
2026 CAD model reconstruction of spherical-jointed lattice structures from point clouds with discrete planar convex hulls
Mulin Yu, Chunjiang Wang, Zhiyuan Tang, Xiangdong Sun
Comput. Aided Des.3
2025 Horizon-GS: Unified 3D Gaussian Splatting for Large-Scale Aerial-to-Ground Scenes
abstract
Seamless integration of both aerial and street view images remains a significant challenge in neural scene reconstruction and rendering. Existing methods predominantly focus on single domain, limiting their applications in immersive environments, which demand extensive free view exploration with large view changes both horizontally and vertically. We introduce Horizon-Gs, a novel approach built upon Gaussian Splatting techniques, tackles the unified reconstruction and rendering for aerial and street views. Our method addresses the key challenges of combining these perspectives with a new training strategy, overcoming viewpoint discrepancies to generate high-fidelity scenes. We also curate a high-quality aerial-to-ground views dataset encompassing both synthetic and real-world scene to advance further research. Experiments across diverse urban scene datasets confirm the effectiveness of our method.
Lihan Jiang, Kerui Ren, Mulin Yu, Linning Xu, Junting Dong, Tao Lu 0005, Feng Zhao 0004, Dahua Lin, Bo Dai 0002
CVPR3
2025 ObjectGS: Object-Aware Scene Reconstruction and Scene Understanding via Gaussian Splatting
Ruijie Zhu 0002, Mulin Yu, Linning Xu, Lihan Jiang, Yixuan Li 0002, Tianzhu Zhang 0001, Jiangmiao Pang, Bo Dai 0002
ICCV2
2025 Inter3D: A Benchmark and Strong Baseline for Human-Interactive 3D Object Reconstruction
abstract
Recent advancements in implicit 3D reconstruction methods, e.g., neural rendering fields and Gaussian splatting, have primarily focused on novel view synthesis of static or dynamic objects with continuous motion states. However, these approaches struggle to efficiently model a human-interactive object with n movable parts, requiring 2^n separate models to represent all discrete states. To overcome this limitation, we propose Inter3D, a new benchmark and approach for novel state synthesis of human-interactive objects. We introduce a self-collected dataset featuring commonly encountered interactive objects and a new evaluation pipeline, where only individual part states are observed during training, while part combination states remain unseen. We also propose a strong baseline approach that leverages Space Discrepancy Tensors to efficiently modelling all states of an object. To alleviate the impractical constraints on camera trajectories across training states, we propose a Mutual State Regularization mechanism to enhance the spatial density consistency of movable parts. In addition, we explore two occupancy grid sampling strategies to facilitate training efficiency. We conduct extensive experiments on the proposed benchmark, showcasing the challenges of the task and the superiority of our approach. The code and data are publicly available at https://github.com/Inter3D-ui/Inter3D.
Gan Chen, Ying He 0006, Mulin Yu, F. Richard Yu, Fei Ma 0006, Ming Li 0073, Guang Zhou
IJCAI3
2025 Direct Numerical Layout Generation for 3D Indoor Scene Synthesis via Spatial Reasoning
abstract
Realistic 3D indoor scene synthesis is vital for embodied AI and digital content creation. It can be naturally divided into two subtasks: object generation and layout generation. While recent generative models have significantly advanced object-level quality and controllability, layout generation remains challenging due to limited datasets. Existing methods either overfit to these datasets or rely on predefined constraints to optimize numerical layout that sacrifice flexibility. As a result, they fail to generate scenes that are both open-vocabulary and aligned with fine-grained user instructions. We introduce DirectLayout, a framework that directly generates numerical 3D layouts from text descriptions using generalizable spatial reasoning of large language models (LLMs). DirectLayout decomposes the generation into three stages: producing a Bird's-Eye View (BEV) layout, lifting it into 3D space, and refining object placements. To enable explicit spatial reasoning and help the model grasp basic principles of object placement, we employ Chain-of-Thought (CoT) Activation based on the 3D-Front dataset. Additionally, we design CoT-Grounded Generative Layout Reward to enhance generalization and spatial planning. During inference, DirectLayout addresses asset-layout mismatches via Iterative Asset-Layout Alignment through in-context learning. Extensive experiments demonstrate that DirectLayout achieves impressive semantic consistency, generalization and physical plausibility.
Xingjian Ran, Yixuan Li 0002, Linning Xu, Mulin Yu, Bo Dai 0002
NeurIPS4
2025 MV-CoLight: Efficient Object Compositing with Consistent Lighting and Shadow Generation
abstract
Object compositing offers significant promise for augmented reality (AR) and embodied intelligence applications. Existing approaches predominantly focus on single-image scenarios or intrinsic decomposition techniques, facing challenges with multi-view consistency, complex scenes, and diverse lighting conditions. Recent inverse rendering advancements, such as 3D Gaussian and diffusion-based methods, have enhanced consistency but are limited by scalability, heavy data requirements, or prolonged reconstruction time per scene. To broaden its applicability, we introduce MV-CoLight, a two-stage framework for illumination-consistent object compositing in both 2D images and 3D scenes. Our novel feed-forward architecture models lighting and shadows directly, avoiding the iterative biases of diffusion-based methods. We employ a Hilbert curve-based mapping to align 2D image inputs with 3D Gaussian scene representations seamlessly. To facilitate training and evaluation, we further introduce a large-scale 3D compositing dataset. Experiments demonstrate state-of-the-art harmonized results across standard benchmarks and our dataset, as well as casually captured real-world scenes demonstrate the framework's robustness and wide generalization.
Kerui Ren, Jiayang Bai, Linning Xu, Lihan Jiang, Jiangmiao Pang, Mulin Yu, Bo Dai 0002
NeurIPS6
2025 AnySplat: Feed-forward 3D Gaussian Splatting from Unconstrained Views
abstract
We introduce AnySplat, a feed-forward network for novel-view synthesis from uncalibrated image collections. In contrast to traditional neural-rendering pipelines that demand known camera poses and per-scene optimization, or recent feed-forward methods that buckle under the computational weight of dense views—our model predicts everything in one shot. A single forward pass yields a set of 3D Gaussian primitives encoding both scene geometry and appearance, and the corresponding camera intrinsics and extrinsics for each input image. This unified design scales effortlessly to casually captured, multi-view datasets without any pose annotations. In extensive zero-shot evaluations, AnySplat matches the quality of pose-aware baselines in both sparse- and dense-view scenarios while surpassing existing pose-free approaches. Moreover, it greatly reduces rendering latency compared to optimization-based neural fields, bringing real-time novel-view synthesis within reach for unconstrained capture settings. Project page: https://city-super.github.io/anysplat/.
Lihan Jiang, Yucheng Mao, Linning Xu, Tao Lu 0005, Kerui Ren, Yichen Jin, Xudong Xu, Mulin Yu, Jiangmiao Pang, Feng Zhao 0004, Dahua Lin, Bo Dai 0002
ACM Trans. Graph.8
2024 Scaffold-GS: Structured 3D Gaussians for View-Adaptive Rendering
abstract
Neural rendering methods have significantly advanced photo-realistic 3D scene rendering in various academic and industrial applications. The recent 3D Gaussian Splatting method has achieved the state-of-the-art rendering quality and speed combining the benefits of both primitive-based representations and volumetric representations. However, it often leads to heavily redundant Gaussians that try to fit every training view, neglecting the underlying scene ge-ometry. Consequently, the resulting model becomes less robust to significant view changes, texture-less area and lighting effects. We introduce Scaffold-GS, which uses an-chor points to distribute local 3D Gaussians, and predicts their attributes on-the-fly based on viewing direction and distance within the view frustum. Anchor growing and pruning strategies are developed based on the importance of neural Gaussians to reliably improve the scene cover-age. We show that our method effectively reduces redun-dant Gaussians while delivering high-quality rendering. We also demonstrates an enhanced capability to accommodate scenes with varying levels-of-detail and view-dependent ob-servations, without sacrificing the rendering speed. Project page: https://city-super.github.iolscaffold-gsl.
Tao Lu 0005, Mulin Yu, Linning Xu, Yuanbo Xiangli, Limin Wang 0002, Dahua Lin, Bo Dai 0002
CVPR2
2024 GSDF: 3DGS Meets SDF for Improved Neural Rendering and Reconstruction
abstract
Representing 3D scenes from multiview images remains a core challenge in computer vision and graphics, requiring both reliable rendering and reconstruction, which often conflicts due to the mismatched prioritization of image quality over precise underlying scene geometry. Although both neural implicit surfaces and explicit Gaussian primitives have advanced with neural rendering techniques, current methods impose strict constraints on density fields or primitive shapes, which enhances the affinity for geometric reconstruction at the sacrifice of rendering quality. To address this dilemma, we introduce GSDF, a dual-branch architecture combining 3D Gaussian Splatting (3DGS) and neural Signed Distance Fields (SDF). Our approach leverages mutual guidance and joint supervision during the training process to mutually enhance reconstruction and rendering. Specifically, our method guides the Gaussian primitives to locate near potential surfaces and accelerates the SDF convergence. This implicit mutual guidance ensures robustness and accuracy in both synthetic and real-world scenarios. Experimental results demonstrate that our method boosts the SDF optimization process to reconstruct more detailed geometry, while reducing floaters and blurry edge artifacts in rendering by aligning Gaussian primitives with the underlying geometry.
Mulin Yu, Tao Lu 0005, Linning Xu, Lihan Jiang, Yuanbo Xiangli, Bo Dai 0002
NeurIPS1
2023 Sharp feature consolidation from raw 3D point clouds via displacement learning
Mulin Yu, Pierre Alliez, Florent Lafarge
Comput. Aided Geom. Des.2
2022 Finding Good Configurations of Planar Primitives in Unorganized Point Clouds
abstract
We present an algorithm for detecting planar primitives from unorganized 3D point clouds. Departing from an initial configuration, the algorithm refines both the continuous plane parameters and the discrete assignment of input points to them by seeking high fidelity, high simplicity and high completeness. Our key contribution relies upon the design of an exploration mechanism guided by a multi-objective energy function. The transitions within the large solution space are handled by five geometric operators that create, remove and modify primitives. We demonstrate the potential of our method on a variety of scenes, from organic shapes to man-made objects, and sensors, from multiview stereo to laser. We show its efficacy with respect to existing primitive fitting approaches and illustrate its applicative interest in compact mesh reconstruction, when combined with a plane assembly method.
Mulin Yu, Florent Lafarge
CVPR1