EDBT 2026 Demo / reviewers in the wild / expert
Rengan Xie
dblp:361/2212
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11ranked-venue papers
3as first author
11since 2021 · last 2026
0000-0002-7696-7635ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 11 · 3 first-author · 11 since 2021Artificial intelligence and machine learning · 5 · 5 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | LiDAR-GS++: Improving LiDAR Gaussian Reconstruction via Diffusion PriorsabstractRecent GS-based rendering has made significant progress for LiDAR, surpassing Neural Radiance Fields (NeRF) in both quality and speed. However, these methods exhibit artifacts in extrapolated novel view synthesis due to the incomplete reconstruction from single traversal scans. To address this limitation, we present LiDAR-GS++, a LiDAR Gaussian Splatting reconstruction method enhanced by diffusion priors for real-time and high-fidelity re-simulation on public urban roads. Specifically, we introduce a controllable LiDAR generation model conditioned on coarsely extrapolated rendering to produce extra geometry-consistent scans and employ an effective distillation mechanism for expansive LiDAR Gaussian reconstruction. By extending reconstruction to under-fitted regions, our approach ensures global geometric consistency for extrapolative novel views while preserving detailed scene surfaces captured by sensors. Experiments on multiple public datasets demonstrate that LiDAR-GS++ achieves state-of-the-art performance for both interpolated and extrapolated viewpoints, surpassing existing GS and NeRF-based methods. Jiarun Liu, Rengan Xie, Sicong Du, Yiru Zhao, Yuchi Huo, Sheng Yang 0007 |
AAAI | 3 |
| 2026 | Corrigendum to "LDM: Large tensorial SDF model for textured mesh generation" [Graphical Models, Volume 140, August 2025, 101271]
Rengan Xie, Xiaoliang Luo, Lvchun Wang, Qi Wang 0111, Qi Ye 0001, Wei Chen 0001, Wenting Zheng, Yuchi Huo |
Graph. Model. | 1 |
| 2025 | HR Human: Modeling Human Avatars with Triangular Mesh and High-Resolution Textures from Videos
Yuchi Huo, Qi Wang 0111, Wenting Zheng, Rengan Xie |
CVM (2) | 7 |
| 2025 | Hand-held Object Reconstruction from RGB Video with Dynamic InteractionabstractThis work aims to reconstruct the 3D geometry of a rigid object manipulated by one or both hands using monocular RGB video. Previous methods rely on Structure-from-Motion or hand priors to estimate relative motion between the object and camera, which typically assume textured objects or single-hand interactions. To accurately recover object geometry in dynamic interactions, we incorporate priors from 3D generation model into object pose estimation and propose semantic consistency constraints to solve the challenge of shape and texture discrepancy between the generated priors and observations. The poses are initialized, followed by joint optimization of the object poses and implicit neural representation. During optimization, a novel pose outlier voting strategy with inter-view consistency is proposed to correct large pose errors. Experiments on three datasets demonstrate that our method significantly outperforms the state-of-the-art in reconstruction quality for both single- and two-hand scenarios. Our project page: https://east-j.github.io/dynhor/ Shijian Jiang, Qi Ye 0001, Rengan Xie, Yuchi Huo, Jiming Chen 0001 |
CVPR | 3 |
| 2025 | A3GS: Arbitrary Artistic Style into Arbitrary 3D Gaussian Splatting
Zhiyuan Fang, Rengan Xie, Xuancheng Jin, Qi Ye 0001, Wei Chen 0001, Wenting Zheng, Rui Wang 0004, Yuchi Huo |
ICCV | 2 |
| 2025 | IntrinsicControlNet: Cross-Distribution Image Generation with Real and Unreal
Jiayuan Lu, Rengan Xie, Zhizhen Wu, Dianbing Xi, Qi Ye 0001, Rui Wang 0004, Hujun Bao, Yuchi Huo |
ICCV | 2 |
| 2025 | Fuse3D: Generating 3D Assets Controlled by Multi-Image FusionabstractRecently, generating 3D assets with the control of condition images has achieved impressive quality. However, existing 3D generation methods are limited to handling a single control objective and lack the ability to utilize multiple images to independently control different regions of a 3D asset, which hinders their flexibility in applications. We propose Fuse3D, a novel method that enables generating 3D assets under the control of multiple images, allowing for the seamless fusion of multi-level regional controls from global views to intricate local details. First, we introduce a Multi-Condition Fusion Module to integrate the visual features from multiple image regions. Then, we propose a method to automatically align user-selected 2D image regions with their associated 3D regions based on semantic cues. Finally, to resolve control conflicts and enhance local control features from multi-condition images, we introduce a Local Attention Enhancement Strategy that flexibly balances region-specific feature fusion. Overall, we introduce the first method capable of controllable 3D asset generation from multiple condition images. The experimental results indicate that Fuse3D can flexibly fuse multiple 2D image regions into coherent 3D structures, resulting in high-quality 3D assets. Code and data for this paper are at https://jinnmnm.github.io/Fuse3d.github.io/. Xuancheng Jin, Rengan Xie, Wenting Zheng, Rui Wang 0004, Hujun Bao, Yuchi Huo |
SIGGRAPH Asia | 2 |
| 2025 | AniTex: Light-Geometry Consistent PBR Material Generation for Animatable ObjectsabstractHigh-quality Physically-Based Rendering (PBR) materials are crucial for visual realism in 3D asset creation, yet existing methods primarily target static objects, leading to challenges in maintaining multi-frame consistency for animatable entities. To tackle this issue, we introduce AniTex, the first generative pipeline that utilizes diffusion models to synthesize high-quality PBR materials for animatable objects based on text prompts. The pipeline consists of three key stages: First, sequences of RGB images are generated using a video diffusion model conditioned on depth, normals, irradiance, and motion vectors to ensure temporal coherence and geometric alignment across multiple frames and viewpoints. Second, these RGB image sequences are decomposed into per-view, per-frame PBR material maps (albedo, roughness, metallic) by a specialized Intrinsic Diffusion Model (IDM), which is conditioned on the RGB images along with consistent geometry and lighting cues to disentangle material from illumination. Finally, these per-view, per-frame PBR maps are hierarchically blended. This process first ensures temporal coherence within each view’s frame sequence, then amalgamates these into globally consistent PBR materials for the animatable object, maintaining overall temporal coherence and visual consistency throughout its animation. Extensive experiments show that AniTex produces more realistic PBR materials for both static and animated objects, outperforming baseline methods in visual appeal. Jieting Xu, Guoyuan An, Rengan Xie, Dianbing Xi, Wenjun Song, Rui Wang 0004, Yuchi Huo |
SIGGRAPH Asia | 5 |
| 2025 | LDM: Large tensorial SDF model for textured mesh generationabstractPrevious efforts have managed to generate production-ready 3D assets from text or images. However, these methods primarily employ NeRF or 3D Gaussian representations, which are not adept at producing smooth, high-quality geometries required by modern rendering pipelines. In this paper, we propose LDM, a L arge tensorial S D F M odel, which introduces a novel feed-forward framework capable of generating high-fidelity, illumination-decoupled textured mesh from a single image or text prompts. We firstly utilize a multi-view diffusion model to generate sparse multi-view inputs from single images or text prompts, and then a transformer-based model is trained to predict a tensorial SDF field from these sparse multi-view image inputs. Finally, we employ a gradient-based mesh optimization layer to refine this model, enabling it to produce an SDF field from which high-quality textured meshes can be extracted. Extensive experiments demonstrate that our method can generate diverse, high-quality 3D mesh assets with corresponding decomposed RGB textures within seconds. The project code is available at https://github.com/rgxie/LDM . Rengan Xie, Xiaoliang Luo, Lvchun Wang, Qi Wang 0111, Qi Ye 0001, Wei Chen 0001, Wenting Zheng, Yuchi Huo |
Graph. Model. | 1 |
| 2024 | In-Hand 3D Object Reconstruction from a Monocular RGB VideoabstractOur work aims to reconstruct a 3D object that is held and rotated by a hand in front of a static RGB camera. Previous methods that use implicit neural representations to recover the geometry of a generic hand-held object from multi-view images achieved compelling results in the visible part of the object. However, these methods falter in accurately capturing the shape within the hand-object contact region due to occlusion. In this paper, we propose a novel method that deals with surface reconstruction under occlusion by incorporating priors of 2D occlusion elucidation and physical contact constraints. For the former, we introduce an object amodal completion network to infer the 2D complete mask of objects under occlusion. To ensure the accuracy and view consistency of the predicted 2D amodal masks, we devise a joint optimization method for both amodal mask refinement and 3D reconstruction. For the latter, we impose penetration and attraction constraints on the local geometry in contact regions. We evaluate our approach on HO3D and HOD datasets and demonstrate that it outperforms the state-of-the-art methods in terms of reconstruction surface quality, with an improvement of 52% on HO3D and 20% on HOD. Project webpage: https://east-j.github.io/ihor. Shijian Jiang, Qi Ye 0001, Rengan Xie, Yuchi Huo, Jiming Chen 0001 |
AAAI | 3 |
| 2024 | ReN Human: Learning Relightable Neural Implicit Surfaces for Animatable Human RenderingabstractRecently, implicit neural representation has been widely used to learn the appearance of human bodies in the canonical space, which can be further animated using a parametric human model. However, how to decompose the material properties from the implicit representation for relighting has not yet been investigated thoroughly. We propose to address this problem with a novel framework, ReN Human, that takes sparse or even monocular input videos collected in unconstrained lighting to produce a 3D human representation that can be rendered with novel views, poses, and lighting. Our method represents humans as deformable implicit neural representation and decomposes the geometry, material of humans as well as environment illumination for capturing a relightable and animatable human model. Moreover, we introduce a volumetric lighting grid consisting of spherical Gaussian mixtures to learn the spatially varying illumination and animatable visibility probes to model the dynamic self-occlusion caused by human motion. Specifically, we learn the material property fields and illumination using a physically-based rendering layer that uses Monte Carlo importance sampling to facilitate differentiation of the complex rendering integral. We demonstrate that our approach outperforms recent novel views and poses synthesis methods in a challenging benchmark with sparse videos, enabling high-fidelity human relighting. Rengan Xie, In-Young Cho, Sen Yang 0008, Wei Chen 0001, Hujun Bao, Wenting Zheng, Yuchi Huo |
ACM Trans. Graph. | 1 |