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Zhe Jun Tang

dblp:336/5579 · DBLP profile ↗
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3ranked-venue papers
3as first author
3since 2021 · last 2024
0009-0002-6630-7008ORCID · corroborated

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

Artificial intelligence and machine learning · 3 · 3 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 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
2 papers
Rendering · 100%

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

TopicWeightPapersLastEvidence papers
Rendering › gaussian splatting
3d gaussian splatting
0.812024
3iGS: Factorised Tensorial Illumination for 3D Gaussian Splatting · ECCV (14) 2024
Rendering
neural rendering
0.812024
3iGS: Factorised Tensorial Illumination for 3D Gaussian Splatting · ECCV (14) 2024
Rendering › appearance modeling › reflectance and appearance modeling
reflectance and illumination modeling
0.812024
3iGS: Factorised Tensorial Illumination for 3D Gaussian Splatting · ECCV (14) 2024
Rendering
neural radiance fields
0.712023
ABLE-NeRF: Attention-Based Rendering with Learnable Embeddings for Neural Radiance Field · CVPR 2023
Rendering
view-dependent rendering
0.712023
ABLE-NeRF: Attention-Based Rendering with Learnable Embeddings for Neural Radiance Field · CVPR 2023

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

volumetric rendering · 0.7self-attention · 0.7learnable embeddings · 0.7
YearPublicationVenuePosition
2024 3iGS: Factorised Tensorial Illumination for 3D Gaussian Splatting
Zhe Jun Tang, Tat-Jen Cham
ECCV (14)1
2023 ABLE-NeRF: Attention-Based Rendering with Learnable Embeddings for Neural Radiance Field
abstract
Neural Radiance Field (NeRF) is a popular method in representing 3D scenes by optimising a continuous volumetric scene function. Its large success which lies in applying volumetric rendering (VR) is also its Achilles' heel in producing view-dependent effects. As a consequence, glossy and transparent surfaces often appear murky. A remedy to reduce these artefacts is to constrain this VR equation by excluding volumes with back-facing normal. While this approach has some success in rendering glossy surfaces, translucent objects are still poorly represented. In this paper, we present an alternative to the physics-based VR approach by introducing a self-attention-based framework on volumes along a ray. In addition, inspired by modern game engines which utilise Light Probes to store local lighting passing through the scene, we incorporate Learnable Embeddings to capture view dependent effects within the scene. Our method, which we call ABLE-NeRF, significantly reduces ‘blurry’ glossy surfaces in rendering and produces realistic translucent surfaces which lack in prior art. In the Blender dataset, ABLE-NeRF achieves SOTA results and surpasses Ref-NeRF in all 3 image quality metrics PSNR, SSIM, LPIPS.
Zhe Jun Tang, Tat-Jen Cham, Haiyu Zhao
CVPR1
2022 MPT-Net: Mask Point Transformer Network for Large Scale Point Cloud Semantic Segmentation
abstract
Point cloud semantic segmentation is important for road scene perception, a task for driverless vehicles to achieve full fledged autonomy. In this work, we introduce Mask Point Transformer Network (MPT-Net), a novel architecture for point cloud segmentation that is simple to implement. MPT-Net consists of a local and global feature encoder and a transformer based decoder; a 3D Point-Voxel Convolution encoder backbone with voxel self attention to encode features and a Mask Point Transformer module to decode point features and segment the point cloud. Firstly, we introduce the novel MPT designed to specifically handle point cloud segmentation. MPT offers two benefits. It attends to every point in the point cloud using mask tokens to extract class specific features globally with cross attention, and provide inter-class feature information exchange using self attention on the learned mask tokens. Secondly, we design a backbone to use sparse point voxel convolutional blocks and a self attention block using transformers to learn local and global contextual features. We evaluate MPT-Net on large scale outdoor driving scene point cloud datasets, SemanticKITTI and nuScenes. Our experiments show that by replacing the standard segmentation head with MPT, MPT-Net achieves a state-of-the-art performance over our baseline approach by 3.8% in SemanticKITTI and is highly effective in detecting 'stuffs' in point cloud.
Zhe Jun Tang, Tat-Jen Cham
IROS1