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Zhizhuo Pang

dblp:412/8388 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2025
0009-0007-6982-041XORCID · reported

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

Computer networks · 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
1 paper
Virtual and augmented reality · 100%
Computer networks
1 paper
Edge and fog computing · 100%

Topics — the 2 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › immersive video
free-viewpoint video
0.912025
EdgeGaussian: Real-time Free-Viewpoint Video for Mobile VR via Edge-Client Collaborative Neural Rendering · MobiCom 2025
Virtual and augmented reality
immersive video
0.912025
EdgeGaussian: Real-time Free-Viewpoint Video for Mobile VR via Edge-Client Collaborative Neural Rendering · MobiCom 2025

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

neural rendering · 1.7mesh representation · 1.73d gaussian splatting · 1.7
YearPublicationVenuePosition
2025 EdgeGaussian: Real-time Free-Viewpoint Video for Mobile VR via Edge-Client Collaborative Neural Rendering
abstract
Free-Viewpoint Videos (FVVs) enable immersive viewing of a scene from any position and angle using virtual reality (VR) head-mounted displays (HMDs), thus have great potential in various applications such as telepresence, gaming, and education. Recently, 3D Gaussian Splatting (3DGS) has emerged as a promising method for FVV construction due to its superior reconstruction quality. However, its real-time rendering on untethered HMDs remains challenging due to high computational demands. To address this challenge, we propose EdgeGaussian, a novel edge-client collaborative framework for real-time FVV rendering. Our approach employs decomposed static-dynamic 4D Gaussian splatting (SD-4DGS) to separately reconstruct static and dynamic components of a scene. We further introduce a hybrid mesh-4DGS neural representation, where static components are modeled as textured meshes for local rendering, while dynamic components are offloaded to edge servers as 4DGS. This decomposition significantly reduces the computational burden on the client device while maintaining high rendering quality. Our testbed experiments demonstrate that Edge-Gaussian achieves up to 128 FPS, outperforming state-of-the-art local rendering methods by 4x and edge rendering methods by 5x.
Zhihui Ke, Xiaobo Zhou 0003, Zhizhuo Pang, Tie Qiu 0001
MobiCom4