Demo Data from EDBT 2026 / reviewers in the wild / expert
Zhanke Wang
dblp:409/5312
· DBLP profile ↗
6ranked-venue papers
2as first author
6since 2021 · last 2026
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 5 · 1 first-author · 5 since 2021Artificial intelligence and machine learning · 2 · 1 first-author · 2 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 · 63% Geometric modeling and processing · 37% |
Topics — the 7 heaviest of 7, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering › gaussian splatting
3d gaussian splatting |
1.9 | 2 | 2026 | Pano-GS: Perception-Aware Gaussian Optimization with Gradient Consistency and Multi-Criteria Densification for High-Quality Rendering · AAAI 2026 SAP: Exact Sorting in Splatting via Screen-Aligned Primitives · NeurIPS 2025 |
Geometric modeling and processing
3d reconstruction |
1.2 | 2 | 2026 | SAP: Exact Sorting in Splatting via Screen-Aligned Primitives · NeurIPS 2025 Pano-GS: Perception-Aware Gaussian Optimization with Gradient Consistency and Multi-Criteria Densification for High-Quality Rendering · AAAI 2026 |
Rendering
neural rendering |
1.0 | 1 | 2026 | Pano-GS: Perception-Aware Gaussian Optimization with Gradient Consistency and Multi-Criteria Densification for High-Quality Rendering · AAAI 2026 |
Geometric modeling and processing › surface reconstruction
implicit surface reconstruction |
0.9 | 1 | 2025 | SAP: Exact Sorting in Splatting via Screen-Aligned Primitives · NeurIPS 2025 |
Rendering
real-time rendering |
0.9 | 1 | 2025 | SAP: Exact Sorting in Splatting via Screen-Aligned Primitives · NeurIPS 2025 |
Geometric modeling and processing › 3d reconstruction
multi-view reconstruction |
0.3 | 1 | 2026 | Pano-GS: Perception-Aware Gaussian Optimization with Gradient Consistency and Multi-Criteria Densification for High-Quality Rendering · AAAI 2026 |
Rendering
rasterization |
0.3 | 1 | 2025 | SAP: Exact Sorting in Splatting via Screen-Aligned Primitives · NeurIPS 2025 |
Methods — techniques the papers use, named apart from their topics
multi-criteria densification · 1.0gradient consistency loss · 1.0screen-aligned primitives · 0.9radial basis functions · 0.9anisotropic kernel · 0.9
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Pano-GS: Perception-Aware Gaussian Optimization with Gradient Consistency and Multi-Criteria Densification for High-Quality RenderingabstractReconstructing 3D scenes from multi-view image sequences remains a significant challenge in practical applications. While recent advances in 3D Gaussian Splatting have enabled high-quality rendering, existing methods rely heavily on pixel-level L1 loss, which misaligns with human perception, leading to a lack of high-frequency details and the emergence of artifacts. Additionally, the position gradient-based densification strategy often results in under-densified Gaussian primitives, thereby degrading rendering quality. To address these challenges, we propose Pano-GS, a perception-aware Gaussian optimization framework. Specifically, we introduce a gradient consistency-constrained loss to capture high-frequency details, mitigating the inherent shortcomings of traditional L1 loss and enhancing reconstruction fidelity. In addition, we use a multi-criteria densification strategy to reduce the sole reliance on average position gradients. Extensive experiments demonstrate that Pano-GS achieves state-of-the-art performance, confirming its effectiveness and robust generalization across diverse real-world scenes. Zhanke Wang, Jingui Ma, Ronggang Wang |
AAAI | 2 |
| 2025 | ADC-GS: Pose-Free 3D Gaussian Splatting with Adaptive Depth ConsistencyabstractRecently proposed 3D Gaussian Splatting (3DGS) has achieved state-of-the-art results in the fields of novel view synthesis, but it heavily relies on pre-computed camera poses. Although recent methods mitigate by leveraging explicit representations achieve novel view synthesis without requiring camera poses, Gaussians lack an appropriate growth strategy and accurate geometric information, which may lead to noticeable artifacts and distortions, particularly in complex scenes with large camera movements. To address these issues, we propose ADC-GS, where we introduce an Adaptive Depth Alignment (ADA) strategy to utilize monocular depth information from adjacent frames as guidance for camera pose optimization and provides geometric supervision through depth consistency for training global Gaussians. Furthermore, we demonstrate the drawbacks of the progressive growth strategy in Gaussians and further enhance reconstruction quality by refining the growth strategy. Extensive experiments on the challenging Tanks and Temples dataset show that our method achieves state-of-the-art results in both novel view synthesis quality and pose estimation accuracy. Runling Liu, Shihe Shen, Guanhua Wu, Zhanke Wang, Ronggang Wang |
ICASSP | 8 |
| 2025 | HDA-GS: Hierarchical Density-Controlled for Anisotropic 3D Gaussian SplattingabstractRecently, 3D Gaussian Splatting (3D-GS) has demonstrated impressive results in novel view synthesis, achieving outstanding rendering quality and speed. However, 3D-GS heavily relies on the quality of the initial point cloud, and its original Adaptive Density Control (ADC) module has difficulty handling regions with sparse initial points. This issue arises because larger Gaussians typically result in lower opacity under the current ADC process. Consequently, multiple Gaussian primitives tend to overlap, leading to redundant coverage of the same spatial region. To address this problem, we propose HDA-GS, which effectively increases point density in the regions of sparse initial point cloud. Simultaneously, we introduce anisotropic opacity to enhance the ability to represent details in images under complex environments. Our method provides a plug-and-play solution that can be seamlessly incorporated into existing 3D-GS techniques. Extensive qualitative and quantitative experiments on challenging datasets, including Mip-NeRF360, Tanks&Temples, and DeepBlending, confirm that our method achieves state-of-the-art rendering quality while maintaining real-time performance. Zhanke Wang, Guanhua Wu, Runling Liu, Ronggang Wang |
ICASSP | 1 |
| 2025 | Multi-View Image Enhancement Inconsistency Decoupling Guided 3D Gaussian Splattingabstract3D Gaussian Splatting (3DGS) has recently made breakthrough progress in radiance field reconstruction but struggles with multi-view inconsistency. Modern cameras often apply tailored enhancements to each view when capturing multi-view images. While this improves individual image quality, it inevitably disrupts the multi-view consistency assumption, particularly in challenging conditions like nighttime scenes. This disrupts 3DGS’s ability to accurately reconstruct the scene, resulting in the emergence of artifacts such as "floaters". To tackle this challenge, we propose equipping each training view with a 4D bilateral affine grid to decouple the inconsistencies across multi-view images, guiding more accurate 3DGS reconstruction. To solve the problem of less visually appealing renderings caused by the absence of certain enhancements, our 4D bilateral affine grid also serves a dual purpose: it propagates enhanced features from a single edited image throughout the entire 3D scene, allowing for comprehensive 3D editing with just one image. Experiments demonstrate that our method not only effectively decouples inconsistencies in multi-view images, enabling more precise 3DGS reconstruction, but also facilitates refined 3D editing, further improving the visual quality of otherwise monotonous scenes. Zhanke Wang, Guanhua Wu, Runling Liu, Ronggang Wang |
ICASSP | 3 |
| 2025 | SAP: Exact Sorting in Splatting via Screen-Aligned PrimitivesabstractRecently, 3D Gaussian Splatting (3DGS) has achieved state-of-the-art rendering results. However, its efficiency relies on simplifications that disregard the thickness of Gaussian primitives and their overlapping interactions. These simplifications can lead to popping artifacts due to inaccurate sorting, thereby affecting the rendering quality. In this paper, we propose Screen-Aligned Primitives (SAP), an anisotropic kernel that generates primitives parallel to the image plane for each view. Our rasterization pipeline enables full per-pixel ordering in real time. Since the primitives are parallel for a given viewpoint, a single global sorting operation suffices for correct per-pixel depth ordering. We formulate 3D reconstruction as a combination of a 3D-consistent decoder and 2D view-specific primitives, and further propose a highly efficient decoder to ensure 3D consistency. Moreover, within our framework, the primitive function values remain consistent between view space and screen space, allowing arbitrary radial basis functions (RBFs) to represent the scene without introducing projection errors. Experiments on diverse datasets demonstrate that our method achieves state-of-the-art rendering quality while maintaining real-time performance. Zhanke Wang, Kaiqiang Xiong, Ronggang Wang |
NeurIPS | 1 |
| 2025 | SFR-GS: Spatial-Frequency Domain Regularization for 3D Gaussian Splatting
Guanhua Wu, Kaiqiang Xiong, Zhanke Wang, Ronggang Wang |
PRCV (10) | 4 |