Zhihao Li 0002

dblp:40/2903-2 · DBLP profile ↗
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20ranked-venue papers
2as first author
18since 2021 · last 2026
0000-0003-4273-3395ORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 19 · 2 first-author · 17 since 2021Artificial intelligence and machine learning · 16 · 1 first-author · 15 since 2021
YearPublicationVenuePosition
2026 Empowering Sparse-Input Neural Radiance Fields with Dual-Level Semantic Guidance from Dense Novel Views
abstract
Neural Radiance Fields (NeRF) have shown remarkable capabilities for photorealistic novel view synthesis. One major deficiency of NeRF is that dense inputs are typically required, and the rendering quality will drop drastically given sparse inputs. In this paper, we highlight the effectiveness of rendered semantics from dense novel views, and show that rendered semantics can be treated as a more robust form of augmented data than rendered RGB. Our method enhances NeRF’s performance by incorporating guidance derived from the rendered semantics. The rendered semantic guidance encompasses two levels: the supervision level and the feature level. The supervision-level guidance incorporates a bi-directional verification module that decides the validity of each rendered semantic label, while the feature-level guidance integrates a learnable codebook that encodes semantic-aware information, which is queried by each point via the attention mechanism to obtain semanticrelevant predictions. The overall semantic guidance is embedded into a self-improved pipeline.We also introduce a more challenging sparse-input indoor benchmark, where the number of inputs is limited to as few as 6. Experiments demonstrate the effectiveness of our method and it exhibits superior performance compared to existing approaches.
Yingji Zhong, Kaichen Zhou, Zhihao Li 0002, Lanqing Hong, Zhenguo Li, Dan Xu 0002
AAAI3
2026 MagicDrive3D: Controllable 3D Generation for Any-View Rendering in Street Scenes
abstract
Controllable generative models for images and videos have seen significant success, yet 3D scene generation, especially in unbounded scenarios like autonomous driving, remains underdeveloped. Existing methods lack flexible controllability and often rely on dense view data collection in controlled environments, limiting their generalizability across common datasets (e.g., nuScenes). In this paper, we introduce MagicDrive3D, a novel framework for controllable 3D street scene generation that combines video-based view synthesis with 3D representation (3DGS) generation. It supports multi-condition control, including road maps, 3D objects, and text descriptions. Unlike previous approaches that require 3D representation before training, MagicDrive3D first trains a multi-view video generation model to synthesize diverse street views. This method utilizes routinely collected autonomous driving data, reducing data acquisition challenges and enriching 3D scene generation. In the 3DGS generation step, we introduce Fault-Tolerant Gaussian Splatting to address minor errors and use monocular depth for better initialization, alongside appearance modeling to manage exposure discrepancies across viewpoints. Experiments show that MagicDrive3D generates diverse, high-quality 3D driving scenes, supports any-view rendering, and enhances downstream tasks like BEV segmentation, demonstrating its potential for autonomous driving simulation and beyond.
Ruiyuan Gao 0001, Kai Chen 0023, Zhihao Li 0002, Lanqing Hong, Zhenguo Li, Qiang Xu 0001
WACV3
2025 Decoupling Appearance Variations with 3D Consistent Features in Gaussian Splatting
abstract
Gaussian Splatting has emerged as a prominent 3D representation in novel view synthesis, but it still suffers from appearance variations, which are caused by various factors, such as modern camera ISPs, different time of day, weather conditions, and local light changes. These variations can lead to floaters and color distortions in the rendered images/videos. Recent appearance modeling approaches in Gaussian Splatting are either tightly coupled with the rendering process, hindering real-time rendering, or they only account for mild global variations, performing poorly in scenes with local light changes. In this paper, we propose DAVIGS, a method that decouples appearance variations in a plug-and-play and efficient manner. By transforming the rendering results at the image level instead of the Gaussian level, our approach can model appearance variations with minimal optimization time and memory overhead. Furthermore, our method gathers appearance-related information in 3D space to transform the rendered images, thus building 3D consistency across views implicitly. We validate our method on several appearance-variant scenes, and demonstrate that it achieves state-of-the-art rendering quality with minimal training time and memory usage, without compromising rendering speeds. Additionally, it provides performance improvements for different Gaussian Splatting baselines in a plug-and-play manner.
Zhihao Li 0002, Binxiao Huang, Jianzhuang Liu, Shiyong Liu, Fenglong Song, Wenming Yang
AAAI2
2025 SpecTRe-GS: Modeling Highly Specular Surfaces with Reflected Nearby Objects by Tracing Rays in 3D Gaussian Splatting
abstract
3D Gaussian Splatting (3DGS), a recently emerged multi-view 3D reconstruction technique, has shown significant advantages in real-time rendering and explicit editing. However, 3DGS encounters challenges in the accurate modeling of both high-frequency view-dependent appearances and global illumination effects, including inter-reflection. This paper introduces SpecTRe-GS, which addresses these challenges and models highly Specular surfaces that reflect nearby objects through Tracing Rays in 3D Gaussian Splatting. SpecTRe-GS separately models reflections from highly specular and rough surfaces to leverage the distinctions between their reflective properties and integrates an efficient ray tracer within the 3DGS framework for querying secondary rays, thus achieving fast and accurate rendering. Also, it incorporates normal prior guidance and joint geometry optimization at various stages of the training process to enhance geometry reconstruction for undistorted reflections. Experiments on both synthetic and real-world scenes demonstrate the superiority of SpecTRe-GS compared to existing 3DGS-based methods in capturing highly specular inter-reflections and also showcase its editing applications.
Jiajun Tang 0001, Zhihao Li 0002, Shiyong Liu, Youyu Chen, Binxiao Huang, Boxin Shi
CVPR3
2025 Taming Video Diffusion Prior with Scene-Grounding Guidance for 3D Gaussian Splatting from Sparse Inputs
abstract
Despite recent successes in novel view synthesis using 3D Gaussian Splatting (3DGS), modeling scenes with sparse inputs remains a challenge. In this work, we address two critical yet overlooked issues in real-world sparse-input modeling: extrapolation and occlusion. To tackle these issues, we propose to use a reconstruction by generation pipeline that leverages learned priors from video diffusion models to provide plausible interpretations for regions outside the field of view or occluded. However, the generated sequences exhibit inconsistencies that do not fully benefit subsequent 3DGS modeling. To address the challenge of inconsistencies, we introduce a novel scene-grounding guidance based on rendered sequences from an optimized 3DGS, which tames the diffusion model to generate consistent sequences. This guidance is training-free and does not require any fine-tuning of the diffusion model. To facilitate holistic scene modeling, we also propose a trajectory initialization method. It effectively identifies regions that are outside the field of view and occluded. We further design a scheme tailored for 3DGS optimization with generated sequences. Experiments demonstrate that our method significantly improves upon the baseline and achieves state-of-the-art performance on challenging benchmarks.
Yingji Zhong, Zhihao Li 0002, Dave Zhenyu Chen, Lanqing Hong, Dan Xu 0002
CVPR2
2025 OccluGaussian: Occlusion-Aware Gaussian Splatting for Large Scene Reconstruction and Rendering
abstract
In large-scale scene reconstruction using 3D Gaussian splatting, it is common to partition the scene into multiple smaller regions and reconstruct them individually. However, existing division methods are occlusion-agnostic, meaning that each region may contain areas with severe occlusions. As a result, the cameras within those regions are less correlated, leading to a low average contribution to the overall reconstruction. In this paper, we propose an occlusion-aware scene division strategy that clusters training cameras based on their positions and co-visibilities to acquire multiple regions. Cameras in such regions exhibit stronger correlations and a higher average contribution, facilitating high-quality scene reconstruction. We further propose a region-based rendering technique to accelerate large scene rendering, which culls Gaussians invisible to the region where the viewpoint is located. Such a technique significantly speeds up the rendering without compromising quality. Extensive experiments on multiple large scenes show that our method achieves superior reconstruction results with faster rendering speed compared to existing state-of-the-art approaches. Project page: https://occlugaussian.github.io.
Shiyong Liu, Zhihao Li 0002, Yingfan He, Chongjie Ye, Jianzhuang Liu, Binxiao Huang, Shunbo Zhou
ICCV3
2025 Flow Distillation Sampling: Regularizing 3D Gaussians with Pre-trained Matching Priors
abstract
3D Gaussian Splatting (3DGS) has achieved excellent rendering quality with fast training and rendering speed. However, its optimization process lacks explicit geometric constraints, leading to suboptimal geometric reconstruction in regions with sparse or no observational input views. In this work, we try to mitigate the issue by incorporating a pre-trained matching prior to the 3DGS optimization process. We introduce Flow Distillation Sampling (FDS), a technique that leverages pre-trained geometric knowledge to bolster the accuracy of the Gaussian radiance field. Our method employs a strategic sampling technique to target unobserved views adjacent to the input views, utilizing the optical flow calculated from the matching model (Prior Flow) to guide the flow analytically calculated from the 3DGS geometry (Radiance Flow). Comprehensive experiments in depth rendering, mesh reconstruction, and novel view synthesis showcase the significant advantages of FDS over state-of-the-art methods. Additionally, our interpretive experiments and analysis aim to shed light on the effects of FDS on geometric accuracy and rendering quality, potentially providing readers with insights into its performance.
Lin-Zhuo Chen, Kangjie Liu, Youtian Lin, Zhihao Li 0002, Siyu Zhu 0001, Xun Cao, Yao Yao 0008
ICLR4
2025 Hybrid Mesh-Gaussian Representation for Efficient Indoor Scene Reconstruction
abstract
3D Gaussian splatting (3DGS) has demonstrated exceptional performance in image-based 3D reconstruction and real-time rendering. However, regions with complex textures require numerous Gaussians to capture significant color variations accurately, leading to inefficiencies in rendering speed. To address this challenge, we introduce a hybrid representation for indoor scenes that combines 3DGS with textured meshes. Our approach uses textured meshes to handle texture-rich flat areas, while retaining Gaussians to model intricate geometries. The proposed method begins by pruning and refining the extracted mesh to eliminate geometrically complex regions. We then employ a joint optimization for 3DGS and mesh, incorporating a warm-up strategy and transmittance-aware supervision to balance their contributions seamlessly.Extensive experiments demonstrate that the hybrid representation maintains comparable rendering quality and achieves superior frames per second FPS with fewer Gaussian primitives.
Binxiao Huang, Zhihao Li 0002, Shiyong Liu, Jiajun Tang 0001, Yuxin Cheng, Ngai Wong 0001
IJCAI2
2024 VastGaussian: Vast 3D Gaussians for Large Scene Reconstruction
abstract
Existing NeRF-based methods for large scene reconstruction often have limitations in visual quality and rendering speed. While the recent 3D Gaussian Splatting works well on small-scale and object-centric scenes, scaling it up to large scenes poses challenges due to limited video memory, long optimization time, and noticeable appearance variations. To address these challenges, we present VastGaussian, the first method for high-quality reconstruction and real-time rendering on large scenes based on 3D Gaussian Splatting. We propose a progressive partitioning strategy to divide a large scene into multiple cells, where the training cameras and point cloud are properly distributed with an airspace-aware visibility criterion. These cells are merged into a complete scene after parallel optimization. We also introduce decoupled appearance modeling into the optimization process to reduce appearance variations in the rendered images. Our approach outperforms existing NeRF-based methods and achieves state-of-the-art results on multiple large scene datasets, enabling fast optimization and high-fidelity real-time rendering. Project page: https://vastgaussian.github.io.
Zhihao Li 0002, Jianzhuang Liu, Shiyong Liu, Jiayue Liu, Yangdi Lu, Songcen Xu, Youliang Yan, Wenming Yang
CVPR2
2024 Relightable 3D Gaussians: Realistic Point Cloud Relighting with BRDF Decomposition and Ray Tracing
Jian Gao 0009, Chun Gu, Youtian Lin, Zhihao Li 0002, Hao Zhu 0004, Xun Cao, Li Zhang 0040, Yao Yao 0008
ECCV (45)4
2024 MirrorGaussian: Reflecting 3D Gaussians for Reconstructing Mirror Reflections
Jiayue Liu, Freeman Cheng, Roy Yang, Zhihao Li 0002, Jianzhuang Liu, Yi Huang 0035, Shiyong Liu, Songcen Xu, Chun Yuan 0003
ECCV (72)5
2023 Flowpose: Conditional Normalizing Flows for 3D Human Pose and Shape Estimation from Monocular Videos
abstract
Human motion modeling is essential for video-based 3D human pose and shape estimation. Most existing methods model human motion by learning a deterministic mapping from the input videos to the human body parameters, while the uncertainties such as occlusions and depth ambiguities are ignored. To address this problem, we propose a probabilistic model based on conditional normalizing flows called FlowPose to learn the distribution of feasible 3D human motion. This model allows access to the most likely 3D human poses given a video input, which means that more accurate and temporally coherent human poses can be obtained. Additionally, a contrastive training strategy is utilized to maximize the mutual information between video features and their 3D human poses, resulting in an improvement on feature extraction of the conditional flow model. Experimental results on two benchmarks 3DPW and Human3.6M demonstrate that our method outperforms the state-of-the-art video-based methods.
Yaoyao Du, Zixiao Zhang, Zhihao Li 0002, Qingmin Liao, Wenming Yang
ICASSP3
2023 Reconstructing Groups of People with Hypergraph Relational Reasoning
abstract
Due to the mutual occlusion, severe scale variation, and complex spatial distribution, the current multi-person mesh recovery methods cannot produce accurate absolute body poses and shapes in large-scale crowded scenes. To address the obstacles, we fully exploit crowd features for reconstructing groups of people from a monocular image. A novel hypergraph relational reasoning network is proposed to formulate the complex and high-order relation correlations among individuals and groups in the crowd. We first extract compact human features and location information from the original high-resolution image. By conducting the relational reasoning on the extracted individual features, the underlying crowd collectiveness and interaction relationship can provide additional group information for the reconstruction. Finally, the updated individual features and the localization information are used to regress human meshes in camera coordinates. To facilitate the network training, we further build pseudo ground-truth on two crowd datasets, which may also promote future research on pose estimation and human behavior understanding in crowded scenes. The experimental results show that our approach outperforms other baseline methods both in crowded and common scenarios. The code and datasets are publicly available at https://github.com/boycehbz/GroupRec.
Buzhen Huang, Jingyi Ju, Zhihao Li 0002, Yangang Wang 0001
ICCV3
2023 Physics-Guided Human Motion Capture with Pose Probability Modeling
abstract
Incorporating physics in human motion capture to avoid artifacts like floating, foot sliding, and ground penetration is a promising direction. Existing solutions always adopt kinematic results as reference motions, and the physics is treated as a post-processing module. However, due to the depth ambiguity, monocular motion capture inevitably suffers from noises, and the noisy reference often leads to failure for physics-based tracking. To address the obstacles, our key-idea is to employ physics as denoising guidance in the reverse diffusion process to reconstruct physically plausible human motion from a modeled pose probability distribution. Specifically, we first train a latent gaussian model that encodes the uncertainty of 2D-to-3D lifting to facilitate reverse diffusion. Then, a physics module is constructed to track the motion sampled from the distribution. The discrepancies between the tracked motion and image observation are used to provide explicit guidance for the reverse diffusion model to refine the motion. With several iterations, the physics-based tracking and kinematic denoising promote each other to generate a physically plausible human motion. Experimental results show that our method outperforms previous physics-based methods in both joint accuracy and success rate. More information can be found at https://github.com/Me-Ditto/Physics-Guided-Mocap.
Jingyi Ju, Buzhen Huang, Zhihao Li 0002, Yangang Wang 0001
IJCAI4
2023 Quality-Aware Network for Human Parsing
abstract
How to estimate the quality of the network output is an important issue, and currently there is no effective solution in the field of human parsing. To solve this problem, this work proposes a statistical method based on the output probability map to calculate the pixel classification quality, which is called pixel score. In addition, the Quality-Aware Module (QAM) is proposed to fuse the different quality information, the purpose of which is to estimate the quality of human parsing results. We combine QAM with a concise and effective network design to propose Quality-Aware Network (QANet) for human parsing. Benefiting from the superiority of QAM and QANet, we achieve the best performance on three multiple and one single human parsing benchmarks, including CIHP, MHP-v2, Pascal-Person-Part, ATR and LIP. Without increasing the training and inference time, QAM improves the AP$^\text{r}$criterion by more than 10 points in the multiple human parsing task. QAM can be extended to other tasks with good quality estimation,e.ginstance segmentation. Specifically, QAM improves Mask R-CNN by$\scriptstyle \sim$1% mAP on COCO and LVISv1.0 datasets. Based on the proposed QAM and QANet, our overall system wins 1st place in CVPR2021 L2ID High-resolution Human Parsing (HRHP) Challenge, and 2nd in CVPR2021 PIC Short-video Face Parsing (SFP) Challenge. Code and models are available athttps://github.com/soeaver/QANet.
Lu Yang 0006, Qing Song 0006, Zhihui Wang 0011, Zhiwei Liu 0004, Songcen Xu, Zhihao Li 0002
IEEE Trans. Multim.6
2022 CLIFF: Carrying Location Information in Full Frames into Human Pose and Shape Estimation
Zhihao Li 0002, Jianzhuang Liu, Zhensong Zhang, Songcen Xu, Youliang Yan
ECCV (5)1
2021 Instance Segmentation in 3D Scenes using Semantic Superpoint Tree Networks
abstract
Instance segmentation in 3D scenes is fundamental in many applications of scene understanding. It is yet challenging due to the compound factors of data irregularity and uncertainty in the numbers of instances. State-of-the-art methods largely rely on a general pipeline that first learns point-wise features discriminative at semantic and instance levels, followed by a separate step of point grouping for proposing object instances. While promising, they have the shortcomings that (1) the second step is not supervised by the main objective of instance segmentation, and (2) their point-wise feature learning and grouping are less effective to deal with data irregularities, possibly resulting in fragmented segmentations. To address these issues, we propose in this work an end-to-end solution of Semantic Superpoint Tree Network (SSTNet) for proposing object instances from scene points. Key in SST-Net is an intermediate, semantic superpoint tree (SST), which is constructed based on the learned semantic features of superpoints, and which will be traversed and split at intermediate tree nodes for proposals of object instances. We also design in SSTNet a refinement module, termed CliqueNet, to prune superpoints that may be wrongly grouped into instance proposals. Experiments on the benchmarks of ScanNet and S3DIS show the efficacy of our proposed method. At the time of submission, SSTNet ranks top on the ScanNet (V2) leaderboard, with 2% higher of mAP than the second best method. The source code in PyTorch is available at https://github.com/Gorilla-Lab-SCUT/SSTNet.
Zhihao Liang 0002, Zhihao Li 0002, Songcen Xu, Mingkui Tan, Kui Jia
ICCV2
2021 DualPoseNet: Category-level 6D Object Pose and Size Estimation Using Dual Pose Network with Refined Learning of Pose Consistency
abstract
Category-level 6D object pose and size estimation is to predict full pose configurations of rotation, translation, and size for object instances observed in single, arbitrary views of cluttered scenes. In this paper, we propose a new method of Dual Pose Network with refined learning of pose consistency for this task, shortened as DualPoseNet. DualPoseNet stacks two parallel pose decoders on top of a shared pose encoder, where the implicit decoder predicts object poses with a working mechanism different from that of the explicit one; they thus impose complementary supervision on the training of pose encoder. We construct the encoder based on spherical convolutions, and design a module of Spherical Fusion wherein for a better embedding of pose-sensitive features from the appearance and shape observations. Given no testing CAD models, it is the novel introduction of the implicit decoder that enables the refined pose prediction during testing, by enforcing the predicted pose consistency between the two decoders using a self-adaptive loss term. Thorough experiments on benchmarks of both category- and instance-level object pose datasets confirm efficacy of our designs. DualPoseNet outperforms existing methods with a large margin in the regime of high precision. Our code is released publicly at https://github.com/Gorilla-Lab-SCUT/DualPoseNet.
Jiehong Lin, Zewei Wei, Zhihao Li 0002, Songcen Xu, Kui Jia, Yuanqing Li 0001
ICCV3
2016 Searching Action Proposals via Spatial Actionness Estimation and Temporal Path Inference and Tracking
Nannan Li 0001, Dan Xu 0006, Zhenqiang Ying, Zhihao Li 0002, Ge Li 0002
ACCV (2)4
2016 Tube ConvNets: Better exploiting motion for action recognition
abstract
Motion information is a key factor for action recognition and has been eagerly pursued for decades. How to effectively learn motion features in Convolutional Networks (ConvNets) remains an open issue. Prevalent ConvNets often take several full frames of video as input at a time, which can be a heavy burden for network training. In this paper, we introduce a novel framework called Tube ConvNets, by substituting action tubes for full frames to reduce this burden. Tube ConvNets focus on the regions of interest (ROI) where key motions occur, and thus eliminate the distraction of irrelevant objects. Each action tube is a fraction of spatiotemporal volumes, generated by the techniques of object detection and clustering algorithm. We demonstrate the effectiveness of Tube ConvNets for action classification on UCF-101 dataset, and illustrate its potential to support fine-grained localization on UCF-Sports dataset. Source code is available at https://github.com/wangjinzhuo/tubecnn.
Zhihao Li 0002, Wenmin Wang 0001, Nannan Li 0001, Jinzhuo Wang
ICIP1