EDBT 2026 Demo / reviewers in the wild / expert
Jingsen Zhu
dblp:332/3799
· DBLP profile ↗
7ranked-venue papers
3as first author
7since 2021 · last 2026
0009-0003-2707-1044ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 5 · 2 first-author · 5 since 2021Artificial intelligence and machine learning · 4 · 1 first-author · 4 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 2 since 2021Systems, architecture and hardware · 1 · 1 first-author · 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
6 papers |
Rendering · 65% Geometric modeling and processing · 17% Visual content generation and editing · 12% | |
| Artificial intelligence
2 papers |
3D vision · 87% Generative modeling · 13% | |
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
Memory systems · 100% |
Topics — the 19 heaviest of 19, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
inverse rendering |
1.4 | 2 | 2025 | 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 |
1.2 | 2 | 2023 | 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 |
1.2 | 2 | 2023 | 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 |
Geometric modeling and processing › 3d reconstruction
avatar reconstruction |
1.0 | 1 | 2026 | PFAvatar: Pose-Fusion 3D Personalized Avatar Reconstruction from Real-World Outfit-of-the-Day Photos · AAAI 2026 |
Rendering
neural radiance fields |
1.0 | 2 | 2026 | Seal-3D: Interactive Pixel-Level Editing for Neural Radiance Fields · ICCV 2023 PFAvatar: Pose-Fusion 3D Personalized Avatar Reconstruction from Real-World Outfit-of-the-Day Photos · AAAI 2026 |
Geometric modeling and processing › surface reconstruction
explicit surface reconstruction |
0.9 | 1 | 2025 | Inverse Rendering using Multi-Bounce Path Tracing and Reservoir Sampling · ICLR 2025 |
Rendering
monte carlo integration |
0.9 | 1 | 2025 | Inverse Rendering using Multi-Bounce Path Tracing and Reservoir Sampling · ICLR 2025 |
Computer vision › 3D vision › implicit neural representation
neural signed distance field |
0.7 | 1 | 2023 | I2-SDF: Intrinsic Indoor Scene Reconstruction and Editing via Raytracing in Neural SDFs · CVPR 2023 |
Computer vision › 3D vision
relighting |
0.7 | 1 | 2023 | I2-SDF: Intrinsic Indoor Scene Reconstruction and Editing via Raytracing in Neural SDFs · CVPR 2023 |
Computer vision › 3D vision
scene editing |
0.7 | 1 | 2023 | I2-SDF: Intrinsic Indoor Scene Reconstruction and Editing via Raytracing in Neural SDFs · CVPR 2023 |
Visual content generation and editing
3d content editing |
0.7 | 1 | 2023 | Seal-3D: Interactive Pixel-Level Editing for Neural Radiance Fields · ICCV 2023 |
Image and video processing › super-resolution
image super-resolution |
0.7 | 1 | 2023 | FuseSR: Super Resolution for Real-time Rendering through Efficient Multi-resolution Fusion · SIGGRAPH Asia 2023 |
Visual content generation and editing › 3d content editing
neural radiance field editing |
0.7 | 1 | 2023 | Seal-3D: Interactive Pixel-Level Editing for Neural Radiance Fields · ICCV 2023 |
Rendering
neural rendering |
0.7 | 1 | 2023 | Seal-3D: Interactive Pixel-Level Editing for Neural Radiance Fields · ICCV 2023 |
Rendering
real-time rendering |
0.7 | 1 | 2023 | FuseSR: Super Resolution for Real-time Rendering through Efficient Multi-resolution Fusion · SIGGRAPH Asia 2023 |
Memory systems
oblivious RAM |
0.7 | 1 | 2023 | Hitchhiker: Accelerating ORAM With Dynamic Scheduling · IEEE Trans. Computers 2023 |
Machine learning › Generative modeling
diffusion model |
0.3 | 1 | 2026 | PFAvatar: Pose-Fusion 3D Personalized Avatar Reconstruction from Real-World Outfit-of-the-Day Photos · AAAI 2026 |
User interface design and tools › interactive systems
interactive editing |
0.2 | 1 | 2023 | Seal-3D: Interactive Pixel-Level Editing for Neural Radiance Fields · ICCV 2023 |
Hardware security and side channels › side-channel countermeasures
memory access pattern protection |
0.2 | 1 | 2023 | Hitchhiker: Accelerating ORAM With Dynamic Scheduling · IEEE Trans. Computers 2023 |
Methods — techniques the papers use, named apart from their topics
neural radiance field · 2.6diffusion model · 2.0controlnet · 2.0SMPL-X · 2.0level-grained scheduling · 1.3dynamic scheduling · 1.3bubble loss · 1.3adaptive sampling · 1.3reservoir sampling · 0.9path tracing · 0.9monte carlo integration · 0.9gradient-based optimization · 0.9two-stage training · 0.7proxy function mapping · 0.7neural SDF · 0.7local pretraining and global finetuning · 0.7differentiable monte carlo raytracing · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | PFAvatar: Pose-Fusion 3D Personalized Avatar Reconstruction from Real-World Outfit-of-the-Day PhotosabstractWe 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 |
AAAI | 3 |
| 2025 | Inverse Rendering using Multi-Bounce Path Tracing and Reservoir SamplingabstractWe 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 |
ICLR | 3 |
| 2023 | I2-SDF: Intrinsic Indoor Scene Reconstruction and Editing via Raytracing in Neural SDFsabstractIn 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 |
CVPR | 1 |
| 2023 | Seal-3D: Interactive Pixel-Level Editing for Neural Radiance FieldsabstractWith the popularity of implicit neural representations, or neural radiance fields (NeRF), there is a pressing need for editing methods to interact with the implicit 3D models for tasks like post-processing reconstructed scenes and 3D content creation. While previous works have explored NeRF editing from various perspectives, they are restricted in editing flexibility, quality, and speed, failing to offer direct editing response and instant preview. The key challenge is to conceive a locally editable neural representation that can directly reflect the editing instructions and update instantly. To bridge the gap, we propose a new interactive editing method and system for implicit representations, called Seal-3D1, which allows users to edit NeRF models in a pixel-level and free manner with a wide range of NeRF-like backbone and preview the editing effects instantly. To achieve the effects, the challenges are addressed by our proposed proxy function mapping the editing instructions to the original space of NeRF models in the teacher model and a two-stage training strategy for the student model with local pretraining and global finetuning. A NeRF editing system is built to showcase various editing types. Our system can achieve compelling editing effects with an interactive speed of about 1 second. Jingsen Zhu, Qi Ye 0001, Yuchi Huo, Yunlong Ran, Jiming Chen 0001 |
ICCV | 2 |
| 2023 | FuseSR: Super Resolution for Real-time Rendering through Efficient Multi-resolution FusionabstractThe workload of real-time rendering is steeply increasing as the demand for high resolution, high refresh rates, and high realism rises, overwhelming most graphics cards. To mitigate this problem, one of the most popular solutions is to render images at a low resolution to reduce rendering overhead, and then manage to accurately upsample the low-resolution rendered image to the target resolution, a.k.a. super-resolution techniques. Most existing methods focus on exploiting information from low-resolution inputs, such as historical frames. The absence of high frequency details in those LR inputs makes them hard to recover fine details in their high-resolution predictions. In this paper, we propose an efficient and effective super-resolution method that predicts high-quality upsampled reconstructions utilizing low-cost high-resolution auxiliary G-Buffers as additional input. With LR images and HR G-buffers as input, the network requires to align and fuse features at multi resolution levels. We introduce an efficient and effective H-Net architecture to solve this problem and significantly reduce rendering overhead without noticeable quality deterioration. Experiments show that our method is able to produce temporally consistent reconstructions in 4 × 4 and even challenging 8 × 8 upsampling cases at 4K resolution with real-time performance, with substantially improved quality and significant performance boost compared to existing works.Project page: https://isaac-paradox.github.io/FuseSR/ Jingsen Zhu, Yuxin Dai, Chuankun Zheng, Yuchi Huo, Hujun Bao, Rui Wang 0004 |
SIGGRAPH Asia | 2 |
| 2023 | Hitchhiker: Accelerating ORAM With Dynamic SchedulingabstractOblivious RAM (ORAM) remains a bittersweet protection of memory access patterns because of its prohibitively high overhead. The root cause is that ORAM hides intended accesses among a sufficiently large number of dummy accesses. Most existing optimizations mitigate memory accesses using architectural enhancements (e.g., cache) yet few of them improve the efficiency of ORAM primitives per se. In this paper, we identify path-grained static scheduling as a fundamental ORAM performance bottleneck. We propose level-grained dynamic scheduling that directly optimizes ORAM primitives to boost efficiency. It enables ORAM to service more than one request per path and write paths batch wise. We can thus boost ORAM efficiency through handling queued requests as soon as possible and remove as many redundant accesses as possible. Since optimized memory accesses still target the same set of paths, dynamic scheduling preserves ORAM security. We implement dynamic scheduling through Hitchhiker ORAM. In comparison with the state-of-the-art primitive-optimized Fork Path ORAM, Hitchhiker ORAM yields 31.5% fewer memory accesses, 60.2% shorter latency, and 40.7% less energy consumption, being 2.5× faster. In comparison with the state-of-the-art architecture-optimized$\rho$, Hitchhiker ORAM is 1.5× faster and the integrated version—$\rho$-Hitchhiker ORAM is 2.0× faster. Jingsen Zhu, Mengming Li, Xingjian Zhang 0005, Kai Bu |
IEEE Trans. Computers | 1 |
| 2022 | Learning-based Inverse Rendering of Complex Indoor Scenes with Differentiable Monte Carlo RaytracingabstractIndoor 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 Asia | 1 |