Chengwei Zheng

dblp:40/10345 · DBLP profile ↗
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10ranked-venue papers
5as first author
10since 2021 · last 2025
0000-0002-3657-0297ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 9 · 4 first-author · 9 since 2021Artificial intelligence and machine learning · 7 · 3 first-author · 7 since 2021
YearPublicationVenuePosition
2025 GauSTAR: Gaussian Surface Tracking and Reconstruction
abstract
3D Gaussian Splatting techniques have enabled efficient photo-realistic rendering of static scenes. Recent works have extended these approaches to support surface reconstruction and tracking. However, tracking dynamic surfaces with 3D Gaussians remains challenging due to complex topology changes, such as surfaces appearing, disappearing, or splitting. To address these challenges, we propose GauSTAR, a novel method that achieves photo-realistic rendering, accurate surface reconstruction, and reliable 3D tracking for general dynamic scenes with changing topology. Given multi-view captures as input, GauSTAR binds Gaussians to mesh faces to represent dynamic objects. For surfaces with consistent topology, GauSTAR maintains the mesh topology and tracks the meshes using Gaussians. For regions where topology changes, GauSTAR adaptively unbinds Gaussians from the mesh, enabling accurate registration and generation of new surfaces based on these optimized Gaussians. Additionally, we introduce a surface-based scene flow method that provides robust initialization for tracking between frames. Experiments demonstrate that our method effectively tracks and reconstructs dynamic surfaces, enabling a range of applications. Our project page with the code release is available at https://ethait.github.io/GauSTAR/.
Chengwei Zheng, Lixin Xue, Juan Zarate, Jie Song 0006
CVPR1
2024 Relightable and Animatable Neural Avatars from Videos
abstract
Lightweight creation of 3D digital avatars is a highly desirable but challenging task. With only sparse videos of a person under unknown illumination, we propose a method to create relightable and animatable neural avatars, which can be used to synthesize photorealistic images of humans under novel viewpoints, body poses, and lighting. The key challenge here is to disentangle the geometry, material of the clothed body, and lighting, which becomes more difficult due to the complex geometry and shadow changes caused by body motions. To solve this ill-posed problem, we propose novel techniques to better model the geometry and shadow changes. For geometry change modeling, we propose an invertible deformation field, which helps to solve the inverse skinning problem and leads to better geometry quality. To model the spatial and temporal varying shading cues, we propose a pose-aware part-wise light visibility network to estimate light occlusion. Extensive experiments on synthetic and real datasets show that our approach reconstructs high-quality geometry and generates realistic shadows under different body poses. Code and data are available at https://wenbin-lin.github.io/RelightableAvatar-page.
Chengwei Zheng, Jun-Hai Yong, Feng Xu 0005
AAAI2
2024 ReLoo: Reconstructing Humans Dressed in Loose Garments from Monocular Video in the Wild
Tianjian Jiang, Manuel Kaufmann, Chengwei Zheng, Julien Valentin, Jie Song 0006, Otmar Hilliges
ECCV (9)4
2024 HSR: Holistic 3D Human-Scene Reconstruction from Monocular Videos
Lixin Xue, Chengwei Zheng, Fangjinhua Wang, Tianjian Jiang, Hsuan-I Ho, Manuel Kaufmann, Jie Song 0006, Otmar Hilliges
ECCV (72)3
2024 EditableNeRF: Editing Topologically Varying Neural Radiance Fields by Key Points
abstract
Neural radiance fields (NeRF) achieve highly photo-realistic novel-view synthesis, but it's a challenging problem to edit the scenes modeled by NeRF-based methods, especially for dynamic scenes. We propose editable neural radiance fields that enable end-users to easily edit dynamic scenes and support topological changes. Input with an image sequence from a single camera, our network is trained automatically and models topologically varying dynamics using our picked-out surface key points. Then end-users can edit the scene by easily dragging the key points to desired new positions. To achieve this, we propose a scene analysis method to detect and initialize key points by considering the dynamics in the scene, and a weighted key points strategy to model topologically varying dynamics by joint key points and weights optimization. Our method supports intuitive multi-dimensional (up to 3D) editing and can generate novel scenes that are unseen in the input sequence. Experiments demonstrate that our method achieves high-quality editing on various dynamic scenes and outperforms the state-of-the-art.
Chengwei Zheng, Feng Xu 0005
IEEE Trans. Pattern Anal. Mach. Intell.1
2023 EditableNeRF: Editing Topologically Varying Neural Radiance Fields by Key Points
abstract
Neural radiance fields (NeRF) achieve highly photorealistic novel-view synthesis, but it's a challenging problem to edit the scenes modeled by NeRF-based methods, especially for dynamic scenes. We propose editable neural radiance fields that enable end-users to easily edit dynamic scenes and even support topological changes. Input with an image sequence from a single camera, our network is trained fully automatically and models topologically varying dynamics using our picked-out surface key points. Then end-users can edit the scene by easily dragging the key points to desired new positions. To achieve this, we propose a scene analysis method to detect and initialize key points by considering the dynamics in the scene, and a weighted key points strategy to model topologically varying dynamics by joint key points and weights optimization. Our method supports intuitive multi-dimensional (up to 3D) editing and can generate novel scenes that are unseen in the input sequence. Experiments demonstrate that our method achieves high-quality editing on various dynamic scenes and outperforms the state-of-the-art. Our code and captured data are available at https://chengwei-zheng.github.io/EditableNeRF/
Chengwei Zheng, Feng Xu 0005
CVPR1
2023 A Self-Occlusion Aware Lighting Model for Real-Time Dynamic Reconstruction
abstract
In real-time dynamic reconstruction, geometry and motion are the major focuses while appearance is not fully explored, leading to the low-quality appearance of the reconstructed surfaces. In this article, we propose a lightweight lighting model that considers spatially varying lighting conditions caused by self-occlusion. This model estimates per-vertex masks on top of a single Spherical Harmonic (SH) lighting to represent spatially varying lighting conditions without adding too much computation cost. The mask is estimated based on the local geometry of a vertex to model the self-occlusion effect, which is the major reason leading to the spatial variation of lighting. Furthermore, to use this model in dynamic reconstruction, we also improve the motion estimation quality by adding a real-time per-vertex displacement estimation step. Experiments demonstrate that both the reconstructed appearance and the motion are largely improved compared with the current state-of-the-art techniques.
Chengwei Zheng, Feng Xu 0005
IEEE Trans. Vis. Comput. Graph.1
2022 OcclusionFusion: Occlusion-aware Motion Estimation for Real-time Dynamic 3D Reconstruction
abstract
RGBD-based real-time dynamic 3D reconstruction suffers from inaccurate inter-frame motion estimation as errors may accumulate with online tracking. This problem is even more severe for single-view-based systems due to strong occlusions. Based on these observations, we propose OcclusionFusion, a novel method to calculate occlusion-aware 3D motion to guide the reconstruction. In our technique, the motion of visible regions is first estimated and combined with temporal information to infer the motion of the occluded regions through an LSTM-involved graph neural network. Furthermore, our method computes the confidence of the estimated motion by modeling the network output with a probabilistic model, which alleviates untrust-worthy motions and enables robust tracking. Experimental results on public datasets and our own recorded data show that our technique outperforms existing single-view-based real-time methods by a large margin. With the reduction of the motion errors, the proposed technique can handle long and challenging motion sequences. Please check out the project page for sequence results: https://wenbinlin.github.io/OcclusionFusion.
Chengwei Zheng, Jun-Hai Yong, Feng Xu 0005
CVPR2
2022 DTexFusion: Dynamic Texture Fusion Using a Consumer RGBD Sensor
abstract
In addition to 3D geometry, accurate representation of texture is important when digitizing real objects in virtual worlds. Based on a single consumer RGBD sensor, accurate texture representation for static objects can be realized by fusing multi-frame information; however, extending the process to dynamic objects, which typically have time-varying textures, is difficult. Thus, to address this problem, we propose a compact keyframe-based representation that decouples a dynamic texture into a basic static texture and a set of multiplicative changing maps. With this representation, the proposed method first aligns textures recorded from multiple keyframes with the reconstructed dynamic geometry of the object. Errors in the alignment and geometry are then compensated in an innovative iterative linear optimization framework. With the reconstructed texture, we then employ a scheme to synthesize the dynamic object from arbitrary viewpoints. By considering temporal and local pose similarities jointly, dynamic textures in all keyframes are fused to guarantee high-quality image generation. Experimental results demonstrate that the proposed method handles various dynamic objects, including faces, bodies, cloth, and toys. In addition, qualitative and quantitative comparisons demonstrate that the proposed method outperforms state-of-the-art solutions.
Chengwei Zheng, Feng Xu 0005
IEEE Trans. Vis. Comput. Graph.1
2021 Data-Driven 3D Neck Modeling and Animation
abstract
In this article, we present a data-driven approach for modeling and animation of 3D necks. Our method is based on a new neck animation model that decomposes the neck animation into local deformation caused by larynx motion and global deformation driven by head poses, facial expressions, and speech. A skinning model is introduced for modeling local deformation and underlying larynx motions, while the global neck deformation caused by each factor is modeled by its corrective blendshape set, respectively. Based on this neck model, we introduce a regression method to drive the larynx motion and neck deformation from speech. Both the neck model and the speech regressor are learned from a dataset of 3D neck animation sequences captured from different identities. Our neck model significantly improves the realism of facial animation and allows users to easily create plausible neck animations from speech and facial expressions. We verify our neck model and demonstrate its advantages in 3D neck tracking and animation.
Chengwei Zheng, Feng Xu 0005, Xin Tong 0001, Baining Guo
IEEE Trans. Vis. Comput. Graph.2