EDBT 2026 Demo / reviewers in the wild / expert
Baixin Xu
dblp:344/1650
· DBLP profile ↗
9ranked-venue papers
3as first author
9since 2021 · last 2026
0009-0002-8118-2725ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 9 · 3 first-author · 9 since 2021Artificial intelligence and machine learning · 6 · 2 first-author · 6 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | AquaSplatting: A Hybrid 3D Representation for Robust Underwater Scene Reconstruction via Dual-Branch RenderingabstractWhile 3D Gaussian Splatting (3DGS) excels at real-time rendering of standard scenes, it struggles to reconstruct underwater environments due to severe challenges such as light scattering, color attenuation, and sparse coverage of Gaussian kernels in far-field aqueous regions. To address this, we introduce AquaSplatting, a hybrid framework that combines explicit and implicit modeling methods for robust underwater scene reconstruction. Our dual-branch architecture employs 3DGS in a geometry-guided branch to model solid surfaces like the seabed, while a medium-aware branch uses a compact, view-dependent MLP to represent volumetric water effects. Furthermore, a neural underwater hybrid rendering mechanism adaptively fuses these two representations based on accumulated opacity. Thanks to this dual-branch framework, our method can also synthesize restored images without water medium. To enhance efficiency, our proposed engagement-based pruning (EBP) strategy quantifies each Gaussian's contribution by accumulating its image-space gradients over multiple frames, enabling the principled removal of primitives with negligible impact. The entire framework is optimized using a comprehensive loss function that integrates photometric, exposure, semantic, and depth priors to maximize visual fidelity. Experiments on challenging underwater datasets demonstrate that AquaSplatting achieves the state-of-the-art in reconstruction quality surpassing prior methods while maintaining real-time performance. Jiangbei Hu, Baixin Xu, Zhimao Lu, Na Lei, Ying He 0001 |
AAAI | 3 |
| 2026 | GSurf: Learning signed distance fields from splatting opaque Gaussians for high-quality 3D reconstruction
Baixin Xu, Jiangbei Hu, Ying He 0001 |
Comput. Aided Des. | 1 |
| 2025 | Do Not DeepFake Me: Privacy-Preserving Neural 3D Head Reconstruction Without Sensitive ImagesabstractWhile 3D head reconstruction is widely used for modeling, existing neural reconstruction approaches rely on high-resolution multi-view images, posing notable privacy issues. Individuals are particularly sensitive to facial features, and facial image leakage can lead to many malicious activities, such as unauthorized tracking and deepfake. In contrast, geometric data is less susceptible to misuse due to its complex processing requirements, and absence of facial texture features. In this paper, we propose a novel two-stage 3D facial reconstruction method aimed at avoiding exposure to sensitive facial information while preserving detailed geometric accuracy. Our approach first uses non-sensitive rear-head images for initial geometry and then refines this geometry using processed privacy-removed gradient images. Extensive experiments show that the resulting geometry is comparable to methods using full images, while the process is resistant to DeepFake applications and facial recognition (FR) systems, thereby proving its effectiveness in privacy protection. Jiayi Kong 0002, Xurui Song, Shuo Huai, Baixin Xu, Jun Luo 0001, Ying He 0001 |
AAAI | 4 |
| 2025 | SFDM: Robust Decomposition of Geometry and Reflectance for Realistic Face Rendering from Sparse-view ImagesabstractIn this study, we introduce a novel two-stage technique for decomposing and reconstructing facial features from sparse-view images, a task made challenging by the unique geometry and complex skin reflectance of each individual. To synthesize 3D facial models more realistically, we endeavor to decouple key facial attributes from the RGB color, including geometry, diffuse reflectance, and specular reflectance. Specifically, we design a Sparse-view Face Decomposition Model (SFDM): 1) In the first stage, we create a general facial template from a wide array of individual faces, encapsulating essential geometric and reflectance characteristics. 2) Guided by this template, we refine a specific facial model for each individual in the second stage, considering the interaction between geometry and reflectance, as well as the effects of subsurface scattering on the skin. With these advances, our method can reconstruct high-quality facial representations from as few as three images. The comprehensive evaluation and comparison reveal that our approach outperforms existing methods by effectively disentangling geometric and reflectance components, significantly enhancing the quality of synthesized novel views, and paving the way for applications in facial relighting and reflectance editing. Visit our project page for more details https://kingjg.github.io/SFDM.github.io/. Daisheng Jin, Jiangbei Hu, Baixin Xu, Yuxin Dai, Chen Qian 0006, Ying He 0001 |
CVPR | 3 |
| 2025 | MGSR: 2D/3D Mutual-boosted Gaussian Splatting for High-fidelity Surface Reconstruction Under Various Light ConditionsabstractNovel view synthesis (NVS) and surface reconstruction (SR) are essential tasks in 3D Gaussian Splatting (3D-GS). Despite recent progress, these tasks are often addressed independently, with GS-based rendering methods struggling under diverse light conditions and failing to produce accurate surfaces, while GS-based reconstruction methods frequently compromise rendering quality. This raises a central question: must rendering and reconstruction always involve a trade-off? To address this, we propose MGSR, a 2D/3D Mutual-boosted Gaussian splatting for Surface Reconstruction that enhances both rendering quality and 3D reconstruction accuracy. MGSR introduces two branches--one based on 2D-GS and the other on 3D-GS. The 2D-GS branch excels in surface reconstruction, providing precise geometry information to the 3D-GS branch. Leveraging this geometry, the 3D-GS branch employs a geometry-guided illumination decomposition module that captures reflected and transmitted components, enabling realistic rendering under varied light conditions. Using the transmitted component as supervision, the 2D-GS branch also achieves high-fidelity surface reconstruction. Throughout the optimization process, the 2D-GS and 3D-GS branches undergo alternating optimization, providing mutual supervision. Prior to this, each branch completes an independent warm-up phase, with an early stopping strategy implemented to reduce computational costs. We evaluate MGSR on a diverse set of synthetic and real-world datasets, at both object and scene levels, demonstrating strong performance in rendering and surface reconstruction. Code is available at https://github.com/TsingyuanChou/MGSR. Qingyuan Zhou, Yuehu Gong, Weidong Yang 0001, Yeqi Luo, Baixin Xu, Shuhao Li 0001, Ben Fei, Ying He 0001 |
ICCV | 6 |
| 2025 | TopoGen: Topology-Aware 3D Generation with Persistence PointsabstractAbstract Topological properties play a crucial role in the analysis, reconstruction, and generation of 3D shapes. Yet, most existing research focuses primarily on geometric features, due to the lack of effective representations for topology. In this paper, we introduce TopoGen , a method that extracts both discrete and continuous topological descriptors–Betti numbers and persistence points–using persistent homology. These features provide robust characterizations of 3D shapes in terms of their topology. We incorporate them as conditional guidance in generative models for 3D shape synthesis, enabling topology‐aware generation from diverse inputs such as sparse and partial point clouds, as well as sketches. Furthermore, by modifying persistence points, we can explicitly control and alter the topology of generated shapes. Experimental results demonstrate that TopoGen enhances both diversity and controllability in 3D generation by embedding global topological structure into the synthesis process. Jiangbei Hu, Ben Fei, Baixin Xu, Fei Hou 0001, Shengfa Wang, Na Lei, Weidong Yang 0001, Chen Qian 0006, Ying He 0001 |
Comput. Graph. Forum | 3 |
| 2024 | Parameterization-Driven Neural Surface Reconstruction for Object-Oriented Editing in Neural Rendering
Baixin Xu, Jiangbei Hu, Fei Hou 0001, Kwan-Yee Lin, Wayne Wu, Chen Qian 0006, Ying He 0001 |
ECCV (41) | 1 |
| 2024 | IF-TONIR: Iteration-free Topology Optimization based on Implicit Neural Representations
Jiangbei Hu, Ying He 0001, Baixin Xu, Shengfa Wang, Na Lei, Zhongxuan Luo |
Comput. Aided Des. | 3 |
| 2023 | Deformable Model-Driven Neural Rendering for High-Fidelity 3D Reconstruction of Human Heads Under Low-View SettingsabstractReconstructing 3D human heads in low-view settings presents technical challenges, mainly due to the pronounced risk of overfitting with limited views and high-frequency signals. To address this, we propose geometry decomposition and adopt a two-stage, coarse-to-fine training strategy, allowing for progressively capturing high-frequency geometric details. We represent 3D human heads using the zero level-set of a combined signed distance field, comprising a smooth template, a non-rigid deformation, and a high-frequency displacement field. The template captures features that are independent of both identity and expression and is co-trained with the deformation network across multiple individuals with sparse and randomly selected views. The displacement field, capturing individual-specific details, undergoes separate training for each person. Our network training does not require 3D supervision or object masks. Experimental results demonstrate the effectiveness and robustness of our geometry decomposition and two-stage training strategy. Our method outperforms existing neural rendering approaches in terms of reconstruction accuracy and novel view synthesis under low-view settings. Moreover, the pre-trained template serves a good initialization for our model when encountering unseen individuals. Baixin Xu, Jiarui Zhang 0007, Kwan-Yee Lin, Chen Qian 0006, Ying He 0001 |
ICCV | 1 |