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Ruitong Gan

dblp:331/1482 · DBLP profile ↗
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2ranked-venue papers
1as first author
2since 2021 · last 2024
0000-0002-4287-3809ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 2 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.

Artificial intelligence
2 papers
Learning paradigms · 59% Segmentation and scene understanding · 29% Generative modeling · 12%
Computer graphics and multimedia
1 paper
Geometric modeling and processing · 50% Rendering · 50%

Topics — the 5 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › appearance acquisition › material acquisition
material estimation
0.812024
MaterialSeg3D: Segmenting Dense Materials from 2D Priors for 3D Assets · ACM Multimedia 2024
Machine learning › Learning paradigms
continual learning
0.612022
Interact with Open Scenes: A Life-long Evolution Framework for Interactive Segmentation Models · ACM Multimedia 2022
Computer vision › Segmentation and scene understanding
interactive segmentation
0.612022
Interact with Open Scenes: A Life-long Evolution Framework for Interactive Segmentation Models · ACM Multimedia 2022
Machine learning › Learning paradigms
lifelong learning
0.612022
Interact with Open Scenes: A Life-long Evolution Framework for Interactive Segmentation Models · ACM Multimedia 2022
Machine learning › Generative modeling
diffusion model
0.212024
MaterialSeg3D: Segmenting Dense Materials from 2D Priors for 3D Assets · ACM Multimedia 2024

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

weighted voting · 1.5score distillation sampling · 1.5UV stack · 1.5pseudo-mask generation · 0.6feature alignment · 0.6
YearPublicationVenuePosition
2024 MaterialSeg3D: Segmenting Dense Materials from 2D Priors for 3D Assets
abstract
Driven by powerful image diffusion models, recent research has achieved the automatic creation of 3D objects from textual or visual guidance. By performing score distillation sampling (SDS) iteratively across different views, these methods succeed in lifting 2D generative prior to the 3D space. However, such a 2D generative image prior bakes the effect of illumination and shadow into the texture. As a result, material maps optimized by SDS inevitably involve spurious correlated components. The absence of precise material definition makes it infeasible to relight the generated assets reasonably in novel scenes, which limits their application in downstream scenarios. In contrast, humans can effortlessly circumvent this ambiguity by deducing the material of the object from its appearance and semantics. Motivated by this insight, we propose MaterialSeg3D, a 3D asset material generation framework to infer underlying material from the 2D semantic prior. Based on such a prior model, we devise a mechanism to parse material in 3D space. We maintain a UV stack, each map of which is unprojected from a specific viewpoint. After traversing all viewpoints, we fuse the stack through a weighted voting scheme and then employ region unification to ensure the coherence of the object parts. To fuel the learning of semantics prior, we collect a material dataset, named Materialized Individual Objects (MIO), which features abundant images, diverse categories, and accurate annotations. Extensive quantitative and qualitative experiments demonstrate the effectiveness of our method.
Ruitong Gan, Chuanchen Luo, Yuxi Wang 0001, Qing Li 0001, Xu-Cheng Yin, Man Zhang 0005, Zhaoxiang Zhang 0001, Junran Peng
ACM Multimedia2
2022 Interact with Open Scenes: A Life-long Evolution Framework for Interactive Segmentation Models
abstract
Existing interactive segmentation methods mainly focus on optimizing user interacting strategies, as well as making better use of clicks provided by users. However, the intention of the interactive segmentation model is to obtain high-quality masks with limited user interactions, which are supposed to be applied to unlabeled new images. But most existing methods overlooked the generalization ability of their models when witnessing new target scenes. To overcome this problem, we propose a life-long evolution framework for interactive models in this paper, which provides a possible solution for dealing with dynamic target scenes with one single model. Given several target scenes and an initial model trained with labels on the limited closed dataset, our framework arranges sequentially evolution steps on each target set. Specifically, we propose an interactive-prototype module to generate and refine pseudo masks, and apply a feature alignment module in order to adapt the model to a new target scene and keep the performance on previous images at the same time. All evolution steps above do not require ground truth labels as supervision. We conduct thorough experiments on PASCAL VOC, Cityscapes, and COCO datasets, demonstrating the effectiveness of our framework in solving new target datasets and maintaining performance on previous scenes at the same time.
Ruitong Gan, Junsong Fan, Yuxi Wang 0001, Zhaoxiang Zhang 0001
ACM Multimedia1