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Qi-Yuan Feng

dblp:364/7733 · DBLP profile ↗
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3ranked-venue papers
2as first author
3since 2021 · last 2026
0009-0005-7545-3308ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 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
3 papers
Rendering · 54% Geometric modeling and processing · 46%

Topics — the 7 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing
mesh generation
1.012026
Nexus: Native Mesh Generation with Diffusion · ACM Trans. Graph. 2026
Rendering
dynamic scene representation
0.912025
SLS4D: Sparse Latent Space for 4D Novel View Synthesis · IEEE Trans. Vis. Comput. Graph. 2025
Rendering › novel view synthesis
dynamic view synthesis
0.912025
SLS4D: Sparse Latent Space for 4D Novel View Synthesis · IEEE Trans. Vis. Comput. Graph. 2025
Rendering
neural radiance fields
0.912025
SLS4D: Sparse Latent Space for 4D Novel View Synthesis · IEEE Trans. Vis. Comput. Graph. 2025
Geometric modeling and processing
shape representation
0.912025
SLS4D: Sparse Latent Space for 4D Novel View Synthesis · IEEE Trans. Vis. Comput. Graph. 2025
Rendering › gaussian splatting
3d gaussian splatting
0.812024
EVSplitting: An Efficient and Visually Consistent Splitting Algorithm for 3D Gaussian Splatting · SIGGRAPH Asia 2024
Geometric modeling and processing › spatial data structures
octree
0.312026
Nexus: Native Mesh Generation with Diffusion · ACM Trans. Graph. 2026

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

space-time interval embedding · 1.0octree · 1.0diffusion model · 1.0sparse latent space · 0.9multilayer perceptron · 0.9attention mechanism · 0.9moment conservation · 0.8closed-form solution · 0.8
YearPublicationVenuePosition
2026 Nexus: Native Mesh Generation with Diffusion
abstract
Generating high-quality triangle meshes is essential for film, gaming, and interactive 3D applications. Mainstream methods rely on mesh serialization and autoregressive processes, which stuggles in effective inference and is sensitive to error accumulation. In this paper, we present Nexus , a diffusion method that achieves holistic mesh generation via decoupled vertex and topology generation. First, we view mesh vertices as sparse voxels organized as an octree and adopt a diffusion model to generate the vertices in a coarse-to-fine manner. Second, for topology modeling, we propose Space-time Interval , as an extension of Spacetime Distance to encode arbitrary edge and face topology into continuous per-vertex embeddings. It allows for a global and efficient recovery of complex topology. We then employ a diffusion model to generate the continuous embeddings on the generated vertices. Extensive experiments on the Objaverse and Toys4K datasets and in-the-wild images demonstrate that our method outperforms state-of-the-art autoregressive and two-stage baselines, effectively circumventing the inherent limitations of sequential mesh modeling. A blind user study from 3D practitioners confirms strong perceptual preference for our results.
Ying-Tian Liu, Qi-Yuan Feng, Zixin Zou, Ding Liang, Biao Zhang 0005, Yan-Pei Cao 0001
ACM Trans. Graph.4
2025 SLS4D: Sparse Latent Space for 4D Novel View Synthesis
abstract
Neural radiance fields (NeRF) have achieved great success in novel view synthesis and 3D representation for static scenarios. Existing dynamic NeRFs usually exploit a locally dense grid to fit the deformation fields; however, they fail to capture the global dynamics and concomitantly yield models of heavy parameters. We observe that the 4D space is inherently sparse. First, the deformation fields are sparse in spatial but dense in temporal due to the continuity of motion. Second, the radiance fields are only valid on the surface of the underlying scene, usually occupying a small fraction of the whole space. We thus represent the 4D scene using a learnable sparse latent space, a.k.a. SLS4D. Specifically, SLS4D first uses dense learnable time slot features to depict the temporal space, from which the deformation fields are fitted with linear multi-layer perceptions (MLP) to predict the displacement of a 3D position at any time. It then learns the spatial features of a 3D position using another sparse latent space. This is achieved by learning the adaptive weights of each latent feature with the attention mechanism. Extensive experiments demonstrate the effectiveness of our SLS4D: It achieves the best 4D novel view synthesis using only about 6% parameters of the most recent work.
Qi-Yuan Feng, Haoxiang Chen 0004, Qun-Ce Xu, Tai-Jiang Mu
IEEE Trans. Vis. Comput. Graph.1
2024 EVSplitting: An Efficient and Visually Consistent Splitting Algorithm for 3D Gaussian Splatting
abstract
This paper presents EVSplitting, an efficient and visually consistent splitting algorithm for 3D Gaussian Splatting (3DGS). It is designed to make operating 3DGS as easy and effective as other 3D explicit representations, readily for industrial productions. The challenges of above target are: 1) The huge number and complex attributes of 3DGS make it tough to explicitly operate on 3DGS in a real-time and learning-free manner; 2) The visual effect of 3DGS is very difficult to maintain during explicit operations and 3) The anisotropism of Gaussian always leads to blurs and artifacts. As far as we know, no prior work can address these challenges well. In this work, we introduce a direct and efficient 3DGS splitting algorithm to solve them. Specifically, we formulate the 3DGS splitting as two minimization problems that aim to ensure visual consistency and reduce Gaussian overflow across boundary (splitting plane), respectively. Firstly, we impose conservations on the zero-, first- and second-order moments of the weighted Gaussian distribution to guarantee visual consistency. Secondly, we reduce the boundary overflow with a special constraint on the aforementioned conservations. With these conservations and constraints, we derive a closed-form solution for the 3DGS splitting problem. This yields an easy-to-implement, plug-and-play, efficient and fundamental tool, benefiting various downstream applications of 3DGS.
Qi-Yuan Feng, Geng-Chen Cao, Haoxiang Chen 0004, Qun-Ce Xu, Tai-Jiang Mu, Ralph R. Martin, Shi-Min Hu 0001
SIGGRAPH Asia1