Yanshu Zhang

dblp:352/5386 · DBLP profile ↗
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3ranked-venue papers
2as first author
3since 2021 · last 2026
—ORCID · none

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

Artificial intelligence and machine learning · 2 · 1 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 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
2 papers
Rendering · 71% Computer animation and physical simulation · 19% Geometric modeling and processing · 6%
Artificial intelligence
2 papers
3D vision · 54% Image recognition and object detection · 46%

Topics — the 9 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision
3d scene reconstruction
0.812024
PAPR in Motion: Seamless Point-level 3D Scene Interpolation · CVPR 2024
Computer animation and physical simulation › animation generation
dynamic scene interpolation
0.812024
PAPR in Motion: Seamless Point-level 3D Scene Interpolation · CVPR 2024
Rendering
neural rendering
0.812024
PAPR in Motion: Seamless Point-level 3D Scene Interpolation · CVPR 2024
Rendering › point-based rendering
point cloud rendering
0.812024
PAPR in Motion: Seamless Point-level 3D Scene Interpolation · CVPR 2024
Computer vision › Image recognition and object detection › point set representation
point cloud representation
0.712023
PAPR: Proximity Attention Point Rendering · NeurIPS 2023
Rendering
differentiable rendering
0.712023
PAPR: Proximity Attention Point Rendering · NeurIPS 2023
Rendering
point-based rendering
0.712023
PAPR: Proximity Attention Point Rendering · NeurIPS 2023
Geometric modeling and processing › shape deformation
non-rigid deformation
0.212024
PAPR in Motion: Seamless Point-level 3D Scene Interpolation · CVPR 2024
Computational photography and imaging › 3d vision
scene geometry reconstruction
0.212023
PAPR: Proximity Attention Point Rendering · NeurIPS 2023

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

regularization · 1.5proximity attention point rendering · 1.5proximity attention · 1.3feature-based color prediction · 1.3differentiable rendering · 1.3
YearPublicationVenuePosition
2026 PAPR Up-Close: Close-Up Neural Point Rendering Without Holes
abstract
Point-based representations have recently gained popularity in neural rendering. While they offer many advantages, rendering them from close-up views often results in holes. In splatting-based neural point renderers, these are caused by gaps between different splats, which cause many rays to not intersect with any splat when viewed close-up. A different line of work uses attention to estimate each ray's intersection by interpolating between nearby points. Our work builds on one such method, known as Proximity Attention Point Rendering (PAPR), which learns parsimonious and geometrically accurate point representations. While in principle PAPR can fill holes by learning to interpolate between nearby points appropriately, PAPR also produces holes when rendering close-up, as the intersection point is often predicted incorrectly. We analyze this phenomenon and propose two novel solutions: a method for dynamically selecting nearby points to a ray for interpolation, and a robust attention method that better generalizes to local point configuration around unseen rays. These significantly reduce the prevalence of holes and other artifacts in close-up rendering compared to recent neural point renderers.
Yanshu Zhang, Chirag Vashist, Shichong Peng, Ke Li 0011
3DV1
2024 PAPR in Motion: Seamless Point-level 3D Scene Interpolation
abstract
We propose the problem of point-level 3D scene interpolation, which aims to simultaneously reconstruct a 3D scene in two states from multiple views, synthesize smooth point-level interpolations between them, and render the scene from novel viewpoints, all without any supervision between the states. The primary challenge is on achieving a smooth transition between states that may involve significant and non-rigid changes. To address these challenges, we introduce “PAPR in Motion”, a novel approach that builds upon the recent Proximity Attention Point Rendering (PAPR) technique, which can deform a point cloud to match a significantly different shape and render a visually coherent scene even after non-rigid deformations. Our approach is specifically designed to maintain the temporal consistency of the geometric structure by introducing various regularization techniques for PAPR. The result is a method that can effectively bridge large scene changes and produce visually coherent and temporally smooth interpolations in both geometry and appearance. Evaluation across diverse motion types demonstrates that “PAPR in Motion” outperforms the leading neural renderer for dynamic scenes. For more results and code, please visit our project website at https://niopeng.github.io/PAPR-in-Motion/.
Shichong Peng, Yanshu Zhang, Ke Li 0011
CVPR2
2023 PAPR: Proximity Attention Point Rendering
abstract
Learning accurate and parsimonious point cloud representations of scene surfaces from scratch remains a challenge in 3D representation learning. Existing point-based methods often suffer from the vanishing gradient problem or require a large number of points to accurately model scene geometry and texture. To address these limitations, we propose Proximity Attention Point Rendering (PAPR), a novel method that consists of a point-based scene representation and a differentiable renderer. Our scene representation uses a point cloud where each point is characterized by its spatial position, influence score, and view-independent feature vector. The renderer selects the relevant points for each ray and produces accurate colours using their associated features. PAPR effectively learns point cloud positions to represent the correct scene geometry, even when the initialization drastically differs from the target geometry. Notably, our method captures fine texture details while using only a parsimonious set of points. We also demonstrate four practical applications of our method: zero-shot geometry editing, object manipulation, texture transfer, and exposure control. More results and code are available on our project website at https://zvict.github.io/papr/.
Yanshu Zhang, Shichong Peng, Alireza Moazeni, Ke Li 0011
NeurIPS1