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Dianbing Xi

dblp:332/3729 · DBLP profile ↗
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8ranked-venue papers
2as first author
8since 2021 · last 2026
0009-0003-1668-1082ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 7 · 2 first-author · 7 since 2021Artificial intelligence and machine learning · 6 · 2 first-author · 6 since 2021Human-computer interaction and ubiquitous computing · 2 · 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.

Computer graphics and multimedia
6 papers
Rendering · 66% Geometric modeling and processing · 18% Visual content generation and editing · 10%
Artificial intelligence
5 papers
Generative modeling · 64% 3D vision · 36%

Topics — the 17 heaviest of 18, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Generative modeling
diffusion model
1.532026
AniTex: Light-Geometry Consistent PBR Material Generation for Animatable Objects · SIGGRAPH Asia 2025
OmniVDiff: Omni Controllable Video Diffusion for Generation and Understanding · AAAI 2026
PFAvatar: Pose-Fusion 3D Personalized Avatar Reconstruction from Real-World Outfit-of-the-Day Photos · AAAI 2026
Rendering
inverse rendering
1.422025
Inverse Rendering using Multi-Bounce Path Tracing and Reservoir Sampling · ICLR 2025
Learning-based Inverse Rendering of Complex Indoor Scenes with Differentiable Monte Carlo Raytracing · SIGGRAPH Asia 2022
Rendering
differentiable rendering
1.222023
I2-SDF: Intrinsic Indoor Scene Reconstruction and Editing via Raytracing in Neural SDFs · CVPR 2023
Learning-based Inverse Rendering of Complex Indoor Scenes with Differentiable Monte Carlo Raytracing · SIGGRAPH Asia 2022
Rendering › ray tracing
monte carlo ray tracing
1.222023
I2-SDF: Intrinsic Indoor Scene Reconstruction and Editing via Raytracing in Neural SDFs · CVPR 2023
Learning-based Inverse Rendering of Complex Indoor Scenes with Differentiable Monte Carlo Raytracing · SIGGRAPH Asia 2022
Machine learning › Generative modeling › diffusion model
video diffusion model
1.222026
AniTex: Light-Geometry Consistent PBR Material Generation for Animatable Objects · SIGGRAPH Asia 2025
OmniVDiff: Omni Controllable Video Diffusion for Generation and Understanding · AAAI 2026
Geometric modeling and processing › 3d reconstruction
avatar reconstruction
1.012026
PFAvatar: Pose-Fusion 3D Personalized Avatar Reconstruction from Real-World Outfit-of-the-Day Photos · AAAI 2026
Visual content generation and editing › video generation
controllable video generation
1.012026
OmniVDiff: Omni Controllable Video Diffusion for Generation and Understanding · AAAI 2026
Machine learning › Generative modeling
image generation
0.912025
IntrinsicControlNet: Cross-Distribution Image Generation with Real and Unreal · ICCV 2025
Geometric modeling and processing › surface reconstruction
explicit surface reconstruction
0.912025
Inverse Rendering using Multi-Bounce Path Tracing and Reservoir Sampling · ICLR 2025
Rendering
material appearance
0.912025
AniTex: Light-Geometry Consistent PBR Material Generation for Animatable Objects · SIGGRAPH Asia 2025
Rendering
monte carlo integration
0.912025
Inverse Rendering using Multi-Bounce Path Tracing and Reservoir Sampling · ICLR 2025
Rendering › physically based rendering
PBR material generation
0.912025
AniTex: Light-Geometry Consistent PBR Material Generation for Animatable Objects · SIGGRAPH Asia 2025
Computer vision › 3D vision › implicit neural representation
neural signed distance field
0.712023
I2-SDF: Intrinsic Indoor Scene Reconstruction and Editing via Raytracing in Neural SDFs · CVPR 2023
Computer vision › 3D vision
relighting
0.712023
I2-SDF: Intrinsic Indoor Scene Reconstruction and Editing via Raytracing in Neural SDFs · CVPR 2023
Computer vision › 3D vision
scene editing
0.712023
I2-SDF: Intrinsic Indoor Scene Reconstruction and Editing via Raytracing in Neural SDFs · CVPR 2023
Rendering
neural radiance fields
0.312026
PFAvatar: Pose-Fusion 3D Personalized Avatar Reconstruction from Real-World Outfit-of-the-Day Photos · AAAI 2026
Multimedia analysis and retrieval
video understanding
0.312026
OmniVDiff: Omni Controllable Video Diffusion for Generation and Understanding · AAAI 2026

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

diffusion model · 5.7controlnet · 2.9neural radiance field · 2.6adaptive modality control · 2.0SMPL-X · 2.0hierarchical blending · 1.7reservoir sampling · 0.9path tracing · 0.9monte carlo integration · 0.9intrinsic decomposition · 0.9gradient-based optimization · 0.9differentiable monte carlo raytracing · 0.7bubble loss · 0.7adaptive sampling · 0.7
YearPublicationVenuePosition
2026 PFAvatar: Pose-Fusion 3D Personalized Avatar Reconstruction from Real-World Outfit-of-the-Day Photos
abstract
We propose PFAvatar (Pose-Fusion Avatar), a new method that reconstructs high-quality 3D avatars from Outfit of the Day (OOTD) photos, which exhibit diverse poses, occlusions, and complex backgrounds. Our method consists of two stages: (1) fine-tuning a pose-aware diffusion model from few-shot OOTD examples and (2) distilling a 3D avatar represented by a neural radiance field (NeRF). In the first stage, unlike previous methods that segment images into assets (e.g. garments, accessories) for 3D assembly, which is prone to inconsistency, we avoid decomposition and directly model the full-body appearance. By integrating a pre-trained ControlNet for pose estimation and a novel Condition Prior Preservation Loss (CPPL), our method enables end-to-end learning of fine details while mitigating language drift in few-shot training. Our method completes personalization in just 5 minutes, achieving a 48x speed-up compared to previous approaches. In the second stage, we introduce a NeRF-based avatar representation optimized by canonical SMPL-X space sampling and Multi-Resolution 3D-SDS. Compared to mesh-based representations that suffer from resolution-dependent discretization and erroneous occluded geometry, our continuous radiance field can preserve high-frequency textures (e.g., hair) and handle occlusions correctly through transmittance. Experiments demonstrate that PFAvatar outperforms state-of-the-art methods in terms of reconstruction fidelity, detail preservation, and robustness to occlusions/truncations, advancing practical 3D avatar generation from real-world OOTD albums. In addition, the reconstructed 3D avatars support downstream applications such as virtual try-on, animation, and human video reenactment, further demonstrating the versatility and practical value of our approach.
Dianbing Xi, Guoyuan An, Jingsen Zhu, Ruiyuan Zhang, Jiayuan Lu, Yuchi Huo, Rui Wang 0004
AAAI1
2026 OmniVDiff: Omni Controllable Video Diffusion for Generation and Understanding
abstract
In this paper, we propose a novel framework for controllable video diffusion, OmniVDiff , aiming to synthesize and comprehend multiple video visual content in a single diffusion model. To achieve this, OmniVDiff treats all video visual modalities in the color space to learn a joint distribution, while employing an adaptive control strategy that dynamically adjusts the role of each visual modality during the diffusion process, either as a generation modality or a conditioning modality. Our framework supports three key capabilities: (1) Text-conditioned video generation, where all modalities are jointly synthesized from a textual prompt; (2) Video understanding, where structural modalities are predicted from rgb inputs in a coherent manner; and (3) X-conditioned video generation, where video synthesis is guided by finegrained inputs such as depth, canny and segmentation. Extensive experiments demonstrate that OmniVDiff achieves state-of-the-art performance in video generation tasks and competitive results in video understanding. Its flexibility and scalability make it well-suited for downstream applications such as video-to-video translation, modality adaptation for visual tasks, and scene reconstruction.
Dianbing Xi, Jiepeng Wang 0005, Yuanzhi Liang, Xi Qiu, Yuchi Huo, Rui Wang 0004, Chi Zhang 0012, Xuelong Li 0001
AAAI1
2025 IntrinsicControlNet: Cross-Distribution Image Generation with Real and Unreal
Jiayuan Lu, Rengan Xie, Zhizhen Wu, Dianbing Xi, Qi Ye 0001, Rui Wang 0004, Hujun Bao, Yuchi Huo
ICCV5
2025 Inverse Rendering using Multi-Bounce Path Tracing and Reservoir Sampling
abstract
We introduce MIRReS, a novel two-stage inverse rendering framework that jointly reconstructs and optimizes explicit geometry, materials, and lighting from multi-view images. Unlike previous methods that rely on implicit irradiance fields or oversimplified ray tracing, our method begins with an initial stage that extracts an explicit triangular mesh. In the second stage, we refine this representation using a physically-based inverse rendering model with multi-bounce path tracing and Monte Carlo integration. This enables our method to accurately estimate indirect illumination effects, including self-shadowing and internal reflections, leading to a more precise intrinsic decomposition of shape, material, and lighting. To address the noise issue in Monte Carlo integration, we incorporate reservoir sampling, improving convergence and enabling efficient gradient-based optimization with low sample counts. Through both qualitative and quantitative assessments across various scenarios, especially those with complex shadows, we demonstrate that our method achieves state-of-the-art decomposition performance. Furthermore, our optimized explicit geometry seamlessly integrates with modern graphics engines supporting downstream applications such as scene editing, relighting, and material editing.
Yuxin Dai, Qi Wang 0111, Jingsen Zhu, Dianbing Xi, Yuchi Huo, Chen Qian 0006, Ying He 0001
ICLR4
2025 AniTex: Light-Geometry Consistent PBR Material Generation for Animatable Objects
abstract
High-quality Physically-Based Rendering (PBR) materials are crucial for visual realism in 3D asset creation, yet existing methods primarily target static objects, leading to challenges in maintaining multi-frame consistency for animatable entities. To tackle this issue, we introduce AniTex, the first generative pipeline that utilizes diffusion models to synthesize high-quality PBR materials for animatable objects based on text prompts. The pipeline consists of three key stages: First, sequences of RGB images are generated using a video diffusion model conditioned on depth, normals, irradiance, and motion vectors to ensure temporal coherence and geometric alignment across multiple frames and viewpoints. Second, these RGB image sequences are decomposed into per-view, per-frame PBR material maps (albedo, roughness, metallic) by a specialized Intrinsic Diffusion Model (IDM), which is conditioned on the RGB images along with consistent geometry and lighting cues to disentangle material from illumination. Finally, these per-view, per-frame PBR maps are hierarchically blended. This process first ensures temporal coherence within each view’s frame sequence, then amalgamates these into globally consistent PBR materials for the animatable object, maintaining overall temporal coherence and visual consistency throughout its animation. Extensive experiments show that AniTex produces more realistic PBR materials for both static and animated objects, outperforming baseline methods in visual appeal.
Jieting Xu, Guoyuan An, Rengan Xie, Dianbing Xi, Wenjun Song, Rui Wang 0004, Yuchi Huo
SIGGRAPH Asia7
2023 I2-SDF: Intrinsic Indoor Scene Reconstruction and Editing via Raytracing in Neural SDFs
abstract
In this work, we present I2-SDF, a new method for intrinsic indoor scene reconstruction and editing using differentiable Monte Carlo raytracing on neural signed distance fields (SDFs). Our holistic neural SDF-based frame-work jointly recovers the underlying shapes, incident radiance and materials from multi-view images. We introduce a novel bubble loss for fine-grained small objects and error-guided adaptive sampling scheme to largely improve the reconstruction quality on large-scale indoor scenes. Further, we propose to decompose the neural radiance field into spatially-varying material of the scene as a neural field through surface-based, differentiable Monte Carlo raytracing and emitter semantic segmentations, which enables physically based and photorealistic scene relighting and editing applications. Through a number of qualitative and quantitative experiments, we demonstrate the superior quality of our method on indoor scene reconstruction, novel view synthesis, and scene editing compared to state-of-the-art baselines. Our project page is at https://jingsenzhu.github.io/i2-sdf.
Jingsen Zhu, Yuchi Huo, Qi Ye 0001, Fujun Luan, Jifan Li, Dianbing Xi, Lisha Wang, Rui Tang 0015, Wei Hua 0002, Hujun Bao, Rui Wang 0004
CVPR6
2022 SGW-Based Multi-task Learning in Vision Tasks
Ruiyuan Zhang, Yuyao Chen, Dianbing Xi, Yuchi Huo, Chao Wu 0001
ACCV (4)4
2022 Learning-based Inverse Rendering of Complex Indoor Scenes with Differentiable Monte Carlo Raytracing
abstract
Indoor scenes typically exhibit complex, spatially-varying appearance from global illumination, making inverse rendering a challenging ill-posed problem. This work presents an end-to-end, learning-based inverse rendering framework incorporating differentiable Monte Carlo raytracing with importance sampling. The framework takes a single image as input to jointly recover the underlying geometry, spatially-varying lighting, and photorealistic materials. Specifically, we introduce a physically-based differentiable rendering layer with screen-space ray tracing, resulting in more realistic specular reflections that match the input photo. In addition, we create a large-scale, photorealistic indoor scene dataset with significantly richer details like complex furniture and dedicated decorations. Further, we design a novel out-of-view lighting network with uncertainty-aware refinement leveraging hypernetwork-based neural radiance fields to predict lighting outside the view of the input photo. Through extensive evaluations on common benchmark datasets, we demonstrate superior inverse rendering quality of our method compared to state-of-the-art baselines, enabling various applications such as complex object insertion and material editing with high fidelity. Code and data will be made available at https://jingsenzhu.github.io/invrend
Jingsen Zhu, Fujun Luan, Yuchi Huo, Zihao Lin 0007, Dianbing Xi, Rui Wang 0004, Hujun Bao, Jiaxiang Zheng, Rui Tang 0015
SIGGRAPH Asia6