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Yuanxi Bai

dblp:372/5171 · DBLP profile ↗
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3ranked-venue papers
0as first author
3since 2021 · last 2025
0009-0005-5179-1118ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 since 2021Artificial intelligence and machine learning · 1 · 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
2 papers
Rendering · 74% Computational photography and imaging · 20% Image and video processing · 6%
Artificial intelligence
1 paper
3D vision · 100%

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

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision › neural rendering
3d gaussian splatting
0.912025
SpikeGS: Reconstruct 3D Scene Captured by a Fast-Moving Bio-Inspired Camera · AAAI 2025
Computer vision › 3D vision
3d scene reconstruction
0.912025
SpikeGS: Reconstruct 3D Scene Captured by a Fast-Moving Bio-Inspired Camera · AAAI 2025
Computational photography and imaging › event-based vision
spike camera imaging
0.912025
SpikeGS: Reconstruct 3D Scene Captured by a Fast-Moving Bio-Inspired Camera · AAAI 2025
Rendering
global illumination
0.812024
PRTGS: Precomputed Radiance Transfer of Gaussian Splats for Real-Time High-Quality Relighting · ACM Multimedia 2024
Rendering › global illumination
indirect illumination
0.812024
PRTGS: Precomputed Radiance Transfer of Gaussian Splats for Real-Time High-Quality Relighting · ACM Multimedia 2024
Rendering › global illumination
precomputed radiance transfer
0.812024
PRTGS: Precomputed Radiance Transfer of Gaussian Splats for Real-Time High-Quality Relighting · ACM Multimedia 2024
Rendering
relighting
0.812024
PRTGS: Precomputed Radiance Transfer of Gaussian Splats for Real-Time High-Quality Relighting · ACM Multimedia 2024
Image and video processing › image restoration
image deblurring
0.312025
SpikeGS: Reconstruct 3D Scene Captured by a Fast-Moving Bio-Inspired Camera · AAAI 2025
Rendering › gaussian splatting
3d gaussian splatting
0.212024
PRTGS: Precomputed Radiance Transfer of Gaussian Splats for Real-Time High-Quality Relighting · ACM Multimedia 2024

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

interval supervision · 1.7accumulation rasterization · 1.73d gaussian splatting · 1.7ray tracing · 0.8radiance transfer precomputation · 0.8
YearPublicationVenuePosition
2025 SpikeGS: Reconstruct 3D Scene Captured by a Fast-Moving Bio-Inspired Camera
abstract
3D Gaussian Splatting (3DGS) has been proven to exhibit exceptional performance in reconstructing 3D scenes. However, the effectiveness of 3DGS heavily relies on sharp images, and fulfilling this requirement presents challenges in real-world scenarios particularly when utilizing fast-moving cameras. This limitation severely constrains the practical application of 3DGS and may compromise the feasibility of real-time reconstruction. To mitigate these challenges, we proposed Spike Gaussian Splatting (SpikeGS), the first framework that integrates the Bayer-pattern spike streams into the 3DGS pipeline to reconstruct 3D scenes captured by a fast-moving high temporal color spike camera in one second. With accumulation rasterization, interval supervision, and a special designed pipeline, SpikeGS realizes continuous spatiotemporal perception while extracts detailed structure and texture from Bayer-pattern spike stream which is unstable and lacks details. Extensive experiments on both synthetic and real-world datasets demonstrate the superiority of SpikeGS compared with existing spike-based and deblur 3D scene reconstruction methods.
Yijia Guo, Liwen Hu 0002, Yuanxi Bai, Jiawei Yao, Lei Ma 0008, Tiejun Huang 0001
AAAI3
2024 Spike-NeRF: Neural Radiance Field Based On Spike Camera
abstract
As a neuromorphic sensor with high temporal resolution, spike cameras offer notable advantages over traditional cameras in high-speed vision applications such as high-speed optical estimation, depth estimation, and object tracking. Inspired by the success of the spike camera, we proposed Spike-NeRF, the first Neural Radiance Field derived from spike data, to achieve 3D reconstruction and novel viewpoint synthesis for high-speed scenes. Instead of the multi-view images at the same as time of NeRF, the inputs of Spike-NeRF are continuous spike streams captured by a moving spike camera in a very short time. To reconstruct a correct and stable 3D scene from high-frequency but unstable spike data, we devised spike masks along with a distinctive loss function. We evaluate our method qualitatively and quantitatively on several challenging synthetic scenes generated using Blender with the spike camera simulator. Our results demonstrate that Spike-NeRF produces more visually appealing results than the existing methods and the baseline we proposed in high-speed scenes. Our code is available at https://github.com/yijiaguo02/SpikeNerf
Yijia Guo, Yuanxi Bai, Liwen Hu 0002, Mianzhi Liu, Lei Ma 0008, Tiejun Huang 0001
ICME2
2024 PRTGS: Precomputed Radiance Transfer of Gaussian Splats for Real-Time High-Quality Relighting
abstract
We proposed Precomputed Radiance Transfer of Gaussian Splats (PRTGS), a real-time high-quality relighting method for Gaussian splats in low-frequency lighting environments that captures soft shadows and interreflections by precomputing 3D Gaussian splats' radiance transfer. Existing studies have demonstrated that 3D Gaussian splatting (3DGS) outperforms neural fields in efficiency for dynamic lighting scenarios. However, the current relighting method based on 3DGS is still struggling to compute high-quality shadow and indirect illumination in real time for dynamic light, leading to unrealistic rendering results. We solve this problem by precomputing the expensive transport simulations required for complex transfer functions like shadowing, the resulting transfer functions are represented as dense sets of vectors or matrices for every Gaussian splat. We introduce distinct precomputing methods tailored for training and rendering stages, along with unique ray tracing and indirect lighting precomputation techniques for 3D Gaussian splats to accelerate training speed and compute accurate indirect lighting related to environment light. Experimental analyses demonstrate that our approach achieves state-of-the-art visual quality while maintaining competitive training times and importantly allows high-quality real-time (30+ fps) relighting for dynamic light and relatively complex scenes at 1080p resolution.
Yijia Guo, Yuanxi Bai, Liwen Hu 0002, Mianzhi Liu, Yu Cai 0008, Tiejun Huang 0001, Lei Ma 0008
ACM Multimedia2