EDBT 2026 Demo / reviewers in the wild / expert
Yuanmu Xu
dblp:342/8731
· DBLP profile ↗
3ranked-venue papers
1as first author
3since 2021 · last 2026
0009-0006-9520-9908ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author · 3 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
1 paper |
Geometric modeling and processing · 100% | |
| Artificial intelligence
1 paper |
3D vision · 100% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Geometric modeling and processing
3d reconstruction |
1.0 | 1 | 2026 | PoseFusion: Fusing neural implicit surfaces for multi-view reconstruction from multi-pose captures · Comput. Aided Des. 2026 |
Geometric modeling and processing › 3d reconstruction
multi-view reconstruction |
1.0 | 1 | 2026 | PoseFusion: Fusing neural implicit surfaces for multi-view reconstruction from multi-pose captures · Comput. Aided Des. 2026 |
Computer vision › 3D vision › 3d shape representation
implicit surface representation |
0.3 | 1 | 2026 | PoseFusion: Fusing neural implicit surfaces for multi-view reconstruction from multi-pose captures · Comput. Aided Des. 2026 |
Methods — techniques the papers use, named apart from their topics
pose fusion · 2.0neural implicit surfaces · 1.0neural implicit surface · 1.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | PoseFusion: Fusing neural implicit surfaces for multi-view reconstruction from multi-pose captures
Guanli Hou, Yuanmu Xu, Tenglong Ren, Jiangbei Hu, Fei Hou 0001, Peng Song 0001, Ying He 0001 |
Comput. Aided Des. | 2 |
| 2025 | Physics and geometry-augmented neural implicit surfaces for rigid bodiesabstractThis paper tackles the challenges of physics-based simulation of rigid bodies in neural rendering, with a focus on 3D model representation and collision handling. We propose Physics and Geometry-Augmented Neural Implicit Surfaces (PGA-NeuS), a novel approach that combines neural implicit surfaces with a differentiable physics solver. In the pre-processing stage, PGA-NeuS reconstructs static scene and object geometry from multi-view images using signed distance fields (SDFs). For dynamic scenes captured in monocular videos, these SDFs, along with the initial position and orientation of moving rigid bodies, are fed into a differentiable rigid body solver to optimize physical parameters, such as initial velocity and friction coefficients. Subsequently, PGA-NeuS leverages color loss, physics loss, and object mask supervision to iteratively refine the neural implicit surface, ensuring the target object's alignment with the predicted motion sequence. We evaluate PGA-NeuS on five real-world scenes, demonstrating its ability to accurately reconstruct realistic motion sequences and estimate physical parameters such as position and velocity. Dataset and source code are available at https://github.com/Raining00/PGA-NeuS . • PGA-NeuS reconstructs moving rigid objects from monocular videos using physics-aware neural surfaces. • Joint optimization of color, physics, and mask losses enables dynamic scene reconstruction from monocular videos. • We introduce a dataset with synthetic and real scenes featuring sliding, rolling, and collision motions. Yuanmu Xu, Guanli Hou, Jiangbei Hu, Tenglong Ren, Xiaokun Wang 0001, Yalan Zhang, Chen Qian 0006, Fei Hou 0001, Ying He 0001 |
Comput. Aided Geom. Des. | 1 |
| 2023 | Anisotropic screen space rendering for particle-based fluid simulationabstractThis paper proposes a real-time fluid rendering method based on the screen space rendering scheme for particle-based fluid simulation. Our method applies anisotropic transformations to the point sprites to stretch the point sprites along appropriate axes, obtaining smooth fluid surfaces based on the weighted principal components analysis of the particle distribution. Then we combine the processed anisotropic point sprite information with popular screen space filters like curvature flow and narrow-range filters to process the depth information. Experiments show that the proposed method can efficiently resolve the issues of jagged edges and unevenness on the surface that existed in previous methods while preserving sharp high-frequency details. Yanrui Xu, Yuanmu Xu, Yuege Xiong, Dou Yin, Xiaokun Wang 0001, Jian Chang 0001, Jian J. Zhang 0001 |
Comput. Graph. | 2 |