Cheng Sun 0004

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21ranked-venue papers
7as first author
18since 2021 · last 2025
—ORCID · conflict

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Graphics, computer vision, multimedia, augmented reality and games · 20 · 7 first-author · 18 since 2021Artificial intelligence and machine learning · 18 · 7 first-author · 16 since 2021Systems, architecture and hardware · 1Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
YearPublicationVenuePosition
2025 Sparse Voxels Rasterization: Real-time High-fidelity Radiance Field Rendering
abstract
We propose an efficient radiance field rendering algorithm that incorporates a rasterization process on adaptive sparse voxels without neural networks or 3D Gaussians. There are two key contributions coupled with the proposed system. The first is to adaptively and explicitly allocate sparse voxels to different levels of detail within scenes, faithfully reproducing scene details with 655363grid resolution while achieving high rendering frame rates. Second, we customize a rasterizer for efficient adaptive sparse voxels rendering. We render voxels in the correct depth order by using ray direction-dependent Morton ordering, which avoids the well-known popping artifact found in Gaussian splat- ting. Our method improves the previous neural-free voxel model by over 4db PSNR and more than 10x FPS speedup, achieving state-of-the-art comparable novel-view synthesis results. Additionally, our voxel representation is seamlessly compatible with grid-based 3D processing techniques such as Volume Fusion, Voxel Pooling, and Marching Cubes, enabling a wide range of future extensions and applications. Code: github.com/NVlabs/svraster
Cheng Sun 0004, Jaesung Choe, Charles Loop, Wei-Chiu Ma, Yu-Chiang Frank Wang
CVPR1
2025 FrugalNeRF: Fast Convergence for Extreme Few-shot Novel View Synthesis without Learned Priors
abstract
Neural Radiance Fields (NeRF) face significant challenges in extreme few-shot scenarios, primarily due to overfitting and long training times. Existing methods, such as FreeNeRF and SparseNeRF, use frequency regularization or pre-trained priors but struggle with complex scheduling and bias. We introduce FrugalNeRF, a novel few-shot NeRF framework that leverages weight-sharing voxels across multiple scales to efficiently represent scene details. Our key contribution is a cross-scale geometric adaptation scheme that selects pseudo ground truth depth based on reprojection errors across scales. This guides training without relying on externally learned priors, enabling full utilization of the training data. It can also integrate pre-trained priors, enhancing quality without slowing convergence. Experiments on LLFF, DTU, and RealEstate-10K show that FrugalNeRF outperforms other few-shot NeRF methods while significantly reducing training time, making it a practical solution for efficient and accurate 3D scene reconstruction.
Chin-Yang Lin, Chung-Ho Wu, Changhan Yeh, Shih-Han Yen, Cheng Sun 0004, Yu-Lun Liu 0001
CVPR5
2025 Segment Anything, Even Occluded
abstract
Amodal instance segmentation, which aims to detect and segment both visible and invisible parts of objects in images, plays a crucial role in various applications, including autonomous driving, robotic manipulation, and scene understanding. While existing methods require training both front-end detectors and mask decoders jointly, this approach lacks flexibility and fails to leverage the strengths of pre-existing modal detectors. To address this limitation, we propose SAMEO, a novel framework that adapts the Segment Anything Model (SAM) as a versatile mask decoder capable of interfacing with various front-end detectors to enable mask prediction even for partially occluded objects. Acknowledging the constraints of limited amodal segmentation datasets, we introduce Amodal-LVIS, a large-scale synthetic dataset comprising 300K images derived from the modal LVIS and LVVIS datasets. This dataset significantly expands the training data available for amodal segmentation research. Our experimental results demonstrate that our approach, when trained on the newly extended dataset, including Amodal-LVIS, achieves remarkable zero-shot performance on both COCOA-cls and D2SA benchmarks, highlighting its potential for generalization to unseen scenarios.
Wei-En Tai, Yu-Lin Shih, Cheng Sun 0004, Yu-Chiang Frank Wang, Hwann-Tzong Chen
CVPR3
2025 3D Gaussian Splatting with Grouped Uncertainty for Unconstrained Images
abstract
3D Gaussian Splatting (3DGS) [1] is a promising method for 3D reconstruction and novel view synthesis. However, training it with unconstrained images presents challenges due to transient objects that cause undesired floaters and ghosting artifacts. Although related works using Neural Radiance Fields (NeRF) [2] have attempted to address these issues, those techniques proved ineffective when directly applied to 3DGS. In this study, we propose an uncertainty estimation approach to assist 3DGS in reconstructing 3D scenes and removing transients. Specifically, we introduce a grouped uncertainty map using the Segment Anything Model [3] for per-area uncertainty estimation, combined with appearance embeddings to handle diverse lighting conditions. Experimental results on tourism photo collections [4] demonstrate that our method improves transient separation and rendering clarity. Furthermore, it facilitates effective color training and enables 3DGS to reconstruct target scenes from unconstrained images with fewer floaters or artifacts.
Hao-Yu Hou, Chia-Chi Hsu, Yu-Chen Huang, Mu-Yi Shen, Wei-Fang Sun, Cheng Sun 0004, Chia-Che Chang, Yu-Lun Liu 0001, Chun-Yi Lee
ICASSP6
2025 LongSplat: Robust Unposed 3D Gaussian Splatting for Casual Long Videos
abstract
LongSplat addresses critical challenges in novel view synthesis (NVS) from casually captured long videos characterized by irregular camera motion, unknown camera poses, and expansive scenes. Current methods often suffer from pose drift, inaccurate geometry initialization, and severe memory limitations. To address these issues, we introduce LongSplat, a robust unposed 3D Gaussian Splatting framework featuring: (1) Incremental Joint Optimization that concurrently optimizes camera poses and 3D Gaussians to avoid local minima and ensure global consistency; (2) a robust Pose Estimation Module leveraging learned 3D priors; and (3) an efficient Octree Anchor Formation mechanism that converts dense point clouds into anchors based on spatial density. Extensive experiments on challenging benchmarks demonstrate that LongSplat achieves state-of-the-art results, substantially improving rendering quality, pose accuracy, and computational efficiency compared to prior approaches. Project page: https://linjohnss.github.io/longsplat/
Chin-Yang Lin, Cheng Sun 0004, Fu-En Yang, Min-Hung Chen, Yen-Yu Lin, Yu-Lun Liu 0001
ICCV2
2024 Seg2Reg: Differentiable 2D Segmentation to 1D Regression Rendering for 360 Room Layout Reconstruction
abstract
State-of-the-art single-view 360° room layout reconstruction methods formulate the problem as a high-level 1D (per-column) regression task. On the other hand, traditional low-level 2D layout segmentation is simpler to learn and can represent occluded regions, but it requires complex post-processing for the targeting layout polygon and sacrifices accuracy. We present Seg2Reg to render 1D layout depth regression from the 2D segmentation map in a differentiable and occlusion-aware way, marrying the merits of both sides. Specifically, our model predicts floor-plan density for the input equirectangular 360° image. Formulating the 2D layout representation as a density field enables us to employ ‘flattened’ volume rendering to form 1D layout depth regression. In addition, we propose a novel 3D warping augmentation on layout to improve generalization. Finally, we re-implement recent room layout reconstruction methods into our codebase for benchmarking and explore modern backbones and training techniques to serve as the strong baseline. The code is at https://PanoLayoutStudio.github.io.
Cheng Sun 0004, Wei-En Tai, Yu-Lin Shih, Kuan-Wei Chen, Yong-Jing Syu, Kent Selwyn The, Yu-Chiang Frank Wang, Hwann-Tzong Chen
CVPR1
2024 SAM4MLLM: Enhance Multi-Modal Large Language Model for Referring Expression Segmentation
Yi-Chia Chen, Cheng Sun 0004, Yu-Chiang Frank Wang, Chu-Song Chen
ECCV (81)3
2023 PanoMixSwap - Panorama Mixing via Structural Swapping for Indoor Scene Understanding
Yu-Cheng Hsieh, Cheng Sun 0004, Suraj Dengale, Min Sun 0001
BMVC2
2023 Neural-PBIR Reconstruction of Shape, Material, and Illumination
abstract
Reconstructing the shape and spatially varying surface appearances of a physical-world object as well as its surrounding illumination based on 2D images (e.g., photographs) of the object has been a long-standing problem in computer vision and graphics. In this paper, we introduce an accurate and highly efficient object reconstruction pipeline combining neural based object reconstruction and physics-based inverse rendering (PBIR). Our pipeline firstly leverages a neural SDF based shape reconstruction to produce high-quality but potentially imperfect object shape. Then, we introduce a neural material and lighting distillation stage to achieve high-quality predictions for material and illumination. In the last stage, initialized by the neural predictions, we perform PBIR to refine the initial results and obtain the final high-quality reconstruction of object shape, material, and illumination. Experimental results demonstrate our pipeline significantly outperforms existing methods quality-wise and performance-wise. Code: https://neural-pbir.github.io/
Cheng Sun 0004, Guangyan Cai, Zhengqin Li, Kai Yan 0006, Carl S. Marshall, Jia-Bin Huang 0001, Zhao Dong 0001
ICCV1
2023 Hashing Neural Video Decomposition with Multiplicative Residuals in Space-Time
abstract
We present a video decomposition method that facilitates layer-based editing of videos with spatiotemporally varying lighting and motion effects. Our neural model decomposes an input video into multiple layered representations, each comprising a 2D texture map, a mask for the original video, and a multiplicative residual characterizing the spatiotemporal variations in lighting conditions. A single edit on the texture maps can be propagated to the corresponding locations in the entire video frames while preserving other contents’ consistencies. Our method efficiently learns the layer-based neural representations of a 1080p video in 25s per frame via coordinate hashing and allows real-time rendering of the edited result at 71 fps on a single GPU. Qualitatively, we run our method on various videos to show its effectiveness in generating high-quality editing effects. Quantitatively, we propose to adopt feature-tracking evaluation metrics for objectively assessing the consistency of video editing. Project page: https://lightbulb12294.github.io/hashing-nvd/
Cheng-Hung Chan, Cheng-Yang Yuan, Cheng Sun 0004, Hwann-Tzong Chen
ICCV3
2023 ImGeoNet: Image-induced Geometry-aware Voxel Representation for Multi-view 3D Object Detection
abstract
We propose ImGeoNet, a multi-view image-based 3D object detection framework that models a 3D space by an image-induced geometry-aware voxel representation. Unlike previous methods which aggregate 2D features into 3D voxels without considering geometry, ImGeoNet learns to induce geometry from multi-view images to alleviate the confusion arising from voxels of free space, and during the inference phase, only images from multiple views are required. Besides, a powerful pre-trained 2D feature extractor can be leveraged by our representation, leading to a more robust performance. To evaluate the effectiveness of ImGeoNet, we conduct quantitative and qualitative experiments on three indoor datasets, namely ARKitScenes, ScanNetV2, and ScanNet200. The results demonstrate that ImGeoNet outperforms the current state-of-the-art multiview image-based method, ImVoxelNet, on all three datasets in terms of detection accuracy. In addition, ImGeoNet shows great data efficiency by achieving results comparable to ImVoxelNet with 100 views while utilizing only 40 views. Furthermore, our studies indicate that our proposed image-induced geometry-aware representation can enable image-based methods to attain superior detection accuracy than the seminal point cloud-based method, VoteNet, in two practical scenarios: (1) scenarios where point clouds are sparse and noisy, such as in ARKitScenes, and (2) scenarios involve diverse object classes, particularly classes of small objects, as in the case in ScanNet200. Project page: https://ttaoretw.github.io/imgeonet.
Tao Tu 0002, Shun-Po Chuang, Yu-Lun Liu 0001, Cheng Sun 0004, Ke Zhang 0028, Donna Roy, Cheng-Hao Kuo, Min Sun 0001
ICCV4
2022 Direct Voxel Grid Optimization: Super-fast Convergence for Radiance Fields Reconstruction
abstract
We present a super-fast convergence approach to reconstructing the per-scene radiance field from a set of images that capture the scene with known poses. This task, which is often applied to novel view synthesis, is recently revolution-ized by Neural Radiance Field (NeRF) for its state-of-the-art quality and fiexibility. However, NeRF and its variants require a lengthy training time ranging from hours to days for a single scene. In contrast, our approach achieves NeRF-comparable quality and converges rapidly from scratch in less than 15 minutes with a single GPU. We adopt a representation consisting of a density voxel grid for scene geometry and a feature voxel grid with a shallow network for complex view-dependent appearance. Modeling with explicit and discretized volume representations is not new, but we propose two simple yet non-trivial techniques that contribute to fast convergence speed and high-quality output. First, we introduce the post-activation interpolation on voxel density, which is capable of producing sharp surfaces in lower grid resolution. Second, direct voxel density optimization is prone to suboptimal geometry solutions, so we robustify the optimization process by imposing several priors. Finally, evaluation on five inward-facing benchmarks shows that our method matches, if not surpasses, NeRF's quality, yet it only takes about 15 minutes to train from scratch for a new scene. Code: https://github.com/sunset1995/DirectVoxGO.
Cheng Sun 0004, Min Sun 0001, Hwann-Tzong Chen
CVPR1
2022 Multiview Regenerative Morphing with Dual Flows
Chih-Jung Tsai, Cheng Sun 0004, Hwann-Tzong Chen
ECCV (16)2
2022 Data Efficient 3D Learner via Knowledge Transferred from 2D Model
Ping-Chung Yu, Cheng Sun 0004, Min Sun 0001
ECCV (29)2
2021 Indoor Panorama Planar 3D Reconstruction via Divide and Conquer
abstract
Indoor panorama typically consists of human-made structures parallel or perpendicular to gravity. We leverage this phenomenon to approximate the scene in a 360-degree image with (H)orizontal-planes and (V)ertical-planes. To this end, we propose an effective divide-and-conquer strategy that divides pixels based on their plane orientation estimation; then, the succeeding instance segmentation module conquers the task of planes clustering more easily in each plane orientation group. Besides, parameters of V-planes depend on camera yaw rotation, but translation-invariant CNNs are less aware of the yaw change. We thus propose a yaw-invariant V-planar reparameterization for CNNs to learn. We create a benchmark for indoor panorama planar reconstruction by extending existing 360 depth datasets with ground truth H&V-planes (referred to as "PanoH&V" dataset) and adopt state-of-the-art planar reconstruction methods to predict H&V-planes as our baselines. Our method outperforms the baselines by a large margin on the proposed dataset.
Cheng Sun 0004, Chi-Wei Hsiao, Ning-Hsu Wang, Min Sun 0001, Hwann-Tzong Chen
CVPR1
2021 HoHoNet: 360 Indoor Holistic Understanding With Latent Horizontal Features
abstract
We present HoHoNet, a versatile and efficient framework for holistic understanding of an indoor 360-degree panorama using a Latent Horizontal Feature (LHFeat). The compact LHFeat flattens the features along the vertical direction and has shown success in modeling per-column modality for room layout reconstruction. HoHoNet advances in two important aspects. First, the deep architecture is redesigned to run faster with improved accuracy. Second, we propose a novel horizon-to-dense module, which relaxes the per-column output shape constraint, allowing per-pixel dense prediction from LHFeat. HoHoNet is fast: It runs at 52 FPS and 110 FPS with ResNet-50 and ResNet-34 backbones respectively, for modeling dense modalities from a high-resolution 512 × 1024 panorama. HoHoNet is also accurate. On the tasks of layout estimation and semantic segmentation, HoHoNet achieves results on par with current state-of-the-art. On dense depth estimation, HoHoNet outperforms all the prior arts by a large margin. Code is available at https://github.com/sunset1995/HoHoNet.
Cheng Sun 0004, Min Sun 0001, Hwann-Tzong Chen
CVPR1
2021 Specialize and Fuse: Pyramidal Output Representation for Semantic Segmentation
abstract
We present a novel pyramidal output representation to ensure parsimony with our "specialize and fuse" process for semantic segmentation. A pyramidal "output" representation consists of coarse-to-fine levels, where each level is "specialize" in a different class distribution (e.g., more stuff than things classes at coarser levels). Two types of pyramidal outputs (i.e., unity and semantic pyramid) are "fused" into the final semantic output, where the unity pyramid indicates unity-cells (i.e., all pixels in such cell share the same semantic label). The process ensures parsimony by predicting a relatively small number of labels for unity-cells (e.g., a large cell of grass) to build the final semantic output. In addition to the "output" representation, we design a coarse-to-fine contextual module to aggregate the "features" representation from different levels. We validate the effectiveness of each key module in our method through comprehensive ablation studies. Finally, our approach achieves state-of-the-art performance on three widely-used semantic segmentation datasets—ADE20K, COCO-Stuff, and Pascal-Context.
Chi-Wei Hsiao, Cheng Sun 0004, Hwann-Tzong Chen, Min Sun 0001
ICCV2
2021 Leveraging Auxiliary Information from EMR for Weakly Supervised Pulmonary Nodule Detection
Hao-Hsiang Yang, Fu-En Wang, Cheng Sun 0004, Kuan-Chih Huang, Hung-Wei Chen, Hung-Chih Chen, Chun-Yu Liao, Shih-Hsuan Kao, Yu-Chiang Frank Wang, Chou-Chin Lan
MICCAI (7)3
2020 360-Indoor: Towards Learning Real-World Objects in 360° Indoor Equirectangular Images
abstract
While there are several widely used object detection datasets, current computer vision algorithms are still limited in conventional images. Such images narrow our vision in a restricted region. On the other hand, 360° images provide a thorough sight. In this paper, our goal is to provide a standard dataset to facilitate the vision and machine learning communities in 360° domain. To facilitate the research, we present a real-world 360° panoramic object detection dataset, 360-Indoor, which is a new benchmark for visual object detection and class recognition in 360° indoor images. It is achieved by gathering images of complex indoor scenes containing common objects and the intensive annotated bounding field-of-view. In addition, 360-Indoor has several distinct properties: (1) the largest category number (37 labels in total). (2) the most complete annotations on average (27 bounding boxes per image). The selected 37 objects are all common in indoor scene. With around 3k images and 90k labels in total, 360-Indoor achieves the largest dataset for detection in 360° images. In the end, extensive experiments on the state-of-the-art methods for both classification and detection are provided. We will release this dataset in the near future.
Shih-Han Chou, Cheng Sun 0004, Wen-Yen Chang, Wan Ting Hsu, Min Sun 0001, Jianlong Fu
WACV2
2019 HorizonNet: Learning Room Layout With 1D Representation and Pano Stretch Data Augmentation
abstract
We present a new approach to the problem of estimating the 3D room layout from a single panoramic image. We represent room layout as three 1D vectors that encode, at each image column, the boundary positions of floor-wall and ceiling-wall, and the existence of wall-wall boundary. The proposed network, HorizonNet, trained for predicting 1D layout, outperforms previous state-of-the-art approaches. The designed post-processing procedure for recovering 3D room layouts from 1D predictions can automatically infer the room shape with low computation cost - it takes less than 20ms for a panorama image while prior works might need dozens of seconds. We also propose Pano Stretch Data Augmentation, which can diversify panorama data and be applied to other panorama-related learning tasks. Due to the limited data available for non-cuboid layout, we relabel 65 general layout from the current dataset for finetuning. Our approach shows good performance on general layouts by qualitative results and cross-validation.
Cheng Sun 0004, Chi-Wei Hsiao, Min Sun 0001, Hwann-Tzong Chen
CVPR1
2018 DLWV2: A Deep Learning-Based Wearable Vision-System with Vibrotactile-Feedback for Visually Impaired People to Reach Objects
abstract
We develop a Deep Learning-based Wearable Vision-system with Vibrotactile-feedback (DLWV2)to guide Blind and Visually Impaired (BVI)people to reach objects. The system achieves high accuracy in object detection and tracking in 3-D using an extended deep learning-based 2.5-D detector and a 3-D object tracker with the ability to track 3-D object locations even outside the camera field-of-view. We train our detector with a large number of images with 2.5-D object ground-truth (i.e., 2-D object bounding boxes and distance from the camera to objects). A novel combination of HTC Vive Tracker with our system enables us to automatically obtain the ground-truth labels for training while requiring very little human effort to set up the system. Moreover, our system processes frames in real-time through a client-server computing platform such that BVI people can receive realtime vibrotactile guidance. We conduct a thorough user study on 12 BVI people in new environments with object instances which are unseen during training. Our system outperforms the non-assistive guiding strategy with statistic significance in both time and the number of contacting irrelevant objects. Finally, the interview with BVI users confirms that our system with distance-based vibrotactile feedback is mostly preferred, especially for objects requiring gentle manipulation such as a bottle with water inside.
Meng-Li Shih, Chia-Yu Tung, Cheng Sun 0004, Ching-Ju Cheng, Li-Wei Chan 0001, Srenivas Varadarajan, Min Sun 0001
IROS4