EDBT 2026 Demo / reviewers in the wild / expert
Hanqing Jiang
dblp:53/5781
· DBLP profile ↗
15ranked-venue papers
3as first author
11since 2021 · last 2026
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 14 · 3 first-author · 10 since 2021Artificial intelligence and machine learning · 7 · 1 first-author · 6 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Quasi-Medial Distance Field (Q-MDF): A Robust Method for Approximating and Discretizing Neural Medial AxesabstractThe medial axis, a lower-dimensional descriptor that captures the extrinsic structure of a shape, plays an important role in digital geometry processing. Despite its importance, computing the medial axis transform robustly from diverse inputs, especially point clouds with defects, remains a challenging problem. In this article, we propose a new implicit method that deviates from traditional explicit medial axis computation. Our key technical insight is that the difference between the signed distance field (SDF) and the medial field (MF) of a solid shape relates to the unsigned distance field (UDF) of the shape’s medial axis. This observation allows us to formulate medial axis extraction as an implicit reconstruction problem. By employing a modified double covering strategy, we recover the medial axis as the zero level-set of the UDF. Extensive experiments demonstrate that our method achieves higher accuracy and robustness in learning compact medial axis transforms from challenging meshes and point clouds, outperforming existing approaches. Jiayi Kong 0002, Chen Zong, Jun Luo 0001, Shi-Qing Xin, Fei Hou 0001, Hanqing Jiang, Chen Qian 0006, Ying He 0001 |
ACM Trans. Graph. | 6 |
| 2026 | GeoTexDensifier: Geometry-Texture-Aware Densification for High-Quality Photorealistic 3D Gaussian Splattingabstract3D Gaussian Splatting (3DGS) has recently attracted wide attentions in various areas such as 3D navigation, Virtual Reality (VR) and 3D simulation, due to its photorealistic and efficient rendering performance. High-quality reconstrution of 3DGS relies on sufficient splats and a reasonable distribution of these splats to fit real geometric surface and texture details, which turns out to be a challenging problem. We present GeoTexDensifier, a novel geometry-texture-aware densification strategy to reconstruct high-quality Gaussian splats which better comply with the geometric structure and texture richness of the scene. Specifically, our GeoTexDensifier framework carries out an auxiliary texture-aware densification method to produce a denser distribution of splats in fully textured areas, while keeping sparsity in low-texture regions to maintain the quality of Gaussian point cloud. Meanwhile, a geometry-aware splitting strategy takes depth and normal priors to guide the splitting sampling and filter out the noisy splats whose initial positions are far from the actual geometric surfaces they aim to fit, under a Validation of Depth Ratio Change checking. With the help of relative monocular depth prior, such geometry-aware validation can effectively reduce the influence of scattered Gaussians to the final rendering quality, especially in regions with weak textures or without sufficient training views. The texture-aware densification and geometry-aware splitting strategies are fully combined to obtain a set of high-quality Gaussian splats. We experiment our GeoTexDensifier framework on various datasets and compare our Novel View Synthesis results to other state-of-the-art 3DGS approaches, with detailed quantitative and qualitative evaluations to demonstrate the effectiveness of our method in producing more photorealistic 3DGS models. Hanqing Jiang, Xiaojun Xiang, Liyang Zhou, Guofeng Zhang 0001 |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2025 | LookCloser: Frequency-aware Radiance Field for Tiny-Detail SceneabstractHumans perceive and comprehend their surroundings through information spanning multiple frequencies. In immersive scenes, people naturally scan their environment to grasp its overall structure while examining fine details of objects that capture their attention. However, current NeRF frameworks primarily focus on modeling either high-frequency local views or the broad structure of scenes with low-frequency information, which is limited to balancing both. We introduce FA-NeRF, a novel frequency-aware framework for view synthesis that simultaneously captures the overall scene structure and high-definition details within a single NeRF model. To achieve this, we propose a 3D frequency quantification method that analyzes the scene’s frequency distribution, enabling frequency-aware rendering. Our framework incorporates a frequency grid for fast convergence and querying, a frequency-aware feature re-weighting strategy to balance features across different frequency contents. Extensive experiments show that our method significantly outperforms existing approaches in modeling entire scenes while preserving fine details. Weihong Pan, Chong Bao, Xiyu Zhang 0003, Xiaojun Xiang, Hanqing Jiang, Hujun Bao |
CVPR | 6 |
| 2025 | Liberated-Gs: 3D Gaussian Splatting Independent From Sfm Point Clouds
Weihong Pan, Hongjia Zhai, Xiaojun Xiang, Hanqing Jiang, Guofeng Zhang 0001 |
ICCV | 5 |
| 2025 | Quadratic Gaussian Splatting: High Quality Surface Reconstruction with Second-Order Geometric Primitives
Hanqing Jiang, Liyang Zhou, Xiaojun Xiang, Shuhan Shen |
ICCV | 3 |
| 2025 | Tile-Wise Vs. Image-Wise: Random-Tile Loss and Training Paradigm for Gaussian Splatting
Weihong Pan, Xiaojun Xiang, Hongjia Zhai, Liyang Zhou, Hanqing Jiang, Guofeng Zhang 0001 |
ICCV | 6 |
| 2024 | Learn to Memorize and to Forget: A Continual Learning Perspective of Dynamic SLAM
Baicheng Li, Zike Yan, Hanqing Jiang, Hongbin Zha |
ECCV (77) | 4 |
| 2024 | Efficient High-Quality Vectorized Modeling of Large-Scale Scenes
Xiaojun Xiang, Hanqing Jiang, Yihao Yu, Donghui Shen, Jianan Zhen, Hujun Bao, Xiaowei Zhou 0001, Guofeng Zhang 0001 |
Int. J. Comput. Vis. | 2 |
| 2023 | Hybrid-MVS: Robust Multi-View Reconstruction With Hybrid Optimization of Visual and Depth CuesabstractConsumer-level RGB-D cameras have been widely used for dense 3D reconstruction of scenes. Especially for textureless or non-lambertian surfaces, consumer RGB-D cameras can ensure completeness of the reconstructed models at a low cost. However, the reconstruction quality relies heavily on the accuracy of the depth sensors. Digital cameras are also used popularly for capturing high-resolution pictures to achieve high-quality dense reconstruction of the scenes, but cannot handle textureless or non-lambertian regions well due to the visual ambiguity problem. To ensure both completeness and accuracy of the reconstructed 3D models, we propose a hybrid multi-view reconstruction pipeline named Hybrid-MVS, which combines the high-resolution images taken by a digital camera and the low-resolution RGB-D frames captured by a consumer RGB-D camera for robust reconstruction of complicated scenes with challenging textureless and non-lambertian surfaces. Unlike most existing multi-sensor systems which require explicit hardware calibration and synchronization of various sensors, the calibration and synchronization problems between the digital camera and RGB-D camera are implicitly solved for compositing reliable depth prior of the digital images in our pipeline. Especially, we propose a hybrid MVS framework for robust PatchMatch stereo and Delaunay meshing, which tightly couples both visual cues given by the digital images and depth cues from the RGB-D frames to maximize the complementary advantages. The experiments with quantitative and qualitative evaluations demonstrate the effectiveness of the proposed Hybrid-MVS framework, which can successfully achieve high-quality 3D reconstruction of complicated natural scenes with robustness to weakly textured and non-lambertian areas. Liyang Zhou, Hanqing Jiang, Xiaojun Xiang, Qing Luan, Hujun Bao, Guofeng Zhang 0001 |
IEEE Trans. Circuits Syst. Video Technol. | 3 |
| 2022 | Active Learning Based 3D Semantic Labeling From Images and Videosabstract3D semantic segmentation is one of the most fundamental problems for 3D scene understanding and has attracted much attention in the field of computer vision. In this paper, we propose an active learning based 3D semantic labeling method for large-scale 3D mesh model generated from images or videos. Taking as input a 3D mesh model reconstructed from the image based 3D modeling system, coupled with the calibrated images, our method outputs a fine 3D semantic mesh model in which each facet is assigned a semantic label. There are three major steps in our framework: 2D semantic segmentation, 2D-3D semantic fusion, and batch image selection. A limited annotation image set is first used to fine-tune a pre-trained semantic segmentation network for obtaining the pixel-wise semantic probability maps. Then all these maps are back-projected into 3D space and fused on the 3D mesh model using Markov Random Field optimization, thus yield a preliminary 3D semantic mesh model and a heat model showing each facet’s confidence. This 3D semantic model is used as a reliable supervisor to select the parts that are not well segmented for manual annotation to boost the performance of the 2D semantic segmentation network, as well as the 3D mesh labeling, in the next iteration. This Training-Fusion-Selection process continues until the label assignment of the 3D mesh model becomes steady. By this means, we significantly reduce the amount for annotation but not the labeling quality of 3D semantic models. Extensive experiments demonstrate the effectiveness and generalization ability of our method on a wide variety of datasets. Mengqi Rong, Hainan Cui, Zhanyi Hu, Hanqing Jiang, Hongmin Liu 0001, Shuhan Shen |
IEEE Trans. Circuits Syst. Video Technol. | 4 |
| 2021 | Mobile3DScanner: An Online 3D Scanner for High-quality Object Reconstruction with a Mobile DeviceabstractWe present a novel online 3D scanning system for high-quality object reconstruction with a mobile device, called Mobile3DScanner. Using a mobile device equipped with an embedded RGBD camera, our system provides online 3D object reconstruction capability for users to acquire high-quality textured 3D object models. Starting with a simultaneous pose tracking and TSDF fusion module, our system allows users to scan an object with a mobile device to get a 3D model for real-time preview. After the real-time scanning process is completed, the scanned 3D model is globally optimized and mapped with multi-view textures as an efficient postprocess to get the final textured 3D model on the mobile device. Unlike most existing state-of-the-art systems which can only scan homeware objects such as toys with small dimensions due to the limited computation and memory resources of mobile platforms, our system can reconstruct objects with large dimensions such as statues. We propose a novel visual-inertial ICP approach to achieve real-time accurate 6DoF pose tracking of each incoming frame on the front end, while maintaining a keyframe pool on the back end where the keyframe poses are optimized by local BA. Simultaneously, the keyframe depth maps are fused by the optimized poses to a TSDF model in real-time. Especially, we propose a novel adaptive voxel resizing strategy to solve the out-of-memory problem of large dimension TSDF fusion on mobile platforms. In the post-process, the keyframe poses are globally optimized and the keyframe depth maps are optimized and fused to obtain a final object model with more accurate geometry. The experiments with quantitative and qualitative evaluation demonstrate the effectiveness of the proposed 3D scanning system based on a mobile device, which can successfully achieve online high-quality 3D reconstruction of natural objects with larger dimensions for efficient AR content creation. Xiaojun Xiang, Hanqing Jiang, Guofeng Zhang 0001, Yihao Yu, Xingbin Yang, Danpeng Chen, Hujun Bao |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2020 | Mobile3DRecon: Real-time Monocular 3D Reconstruction on a Mobile PhoneabstractWe present a real-time monocular 3D reconstruction system on a mobile phone, called Mobile3DRecon. Using an embedded monocular camera, our system provides an online mesh generation capability on back end together with real-time 6DoF pose tracking on front end for users to achieve realistic AR effects and interactions on mobile phones. Unlike most existing state-of-the-art systems which produce only point cloud based 3D models online or surface mesh offline, we propose a novel online incremental mesh generation approach to achieve fast online dense surface mesh reconstruction to satisfy the demand of real-time AR applications. For each keyframe of 6DoF tracking, we perform a robust monocular depth estimation, with a multi-view semi-global matching method followed by a depth refinement post-processing. The proposed mesh generation module incrementally fuses each estimated keyframe depth map to an online dense surface mesh, which is useful for achieving realistic AR effects such as occlusions and collisions. We verify our real-time reconstruction results on two mid-range mobile platforms. The experiments with quantitative and qualitative evaluation demonstrate the effectiveness of the proposed monocular 3D reconstruction system, which can handle the occlusions and collisions between virtual objects and real scenes to achieve realistic AR effects. Xingbin Yang, Liyang Zhou, Hanqing Jiang, Zhongliang Tang, Hujun Bao, Guofeng Zhang 0001 |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2015 | Spatio-Temporal Video Segmentation of Static Scenes and Its ApplicationsabstractExtracting spatio-temporally consistent segments from a video sequence is a challenging problem due to the complexity of color, motion and occlusions. Most existing spatio-temporal segmentation approaches have inherent difficulties in handling large displacement with significant occlusions . This paper presents a novel framework for spatio-temporal segmentation. With the estimated depth data beforehand by a multi-view stereo technique, we project the pixels to other frames for collecting the boundary and segmentation statistics in a video, and incorporate them into the segmentation energy for spatio-temporal optimization. In order to effectively solve this problem, we introduce an iterative optimization scheme by first initializing segmentation maps for each frame independently, and then link the correspondences among different frames and iteratively refine them with the collected statistics, so that a set of spatio-temporally consistent volume segments are finally achieved. The effectiveness and usefulness of our automatic framework are demonstrated via its applications for 3D reconstruction, video editing and semantic segmentation on a variety of challenging video examples. Hanqing Jiang, Guofeng Zhang 0001, Huiyan Wang 0002, Hujun Bao |
IEEE Trans. Multim. | 1 |
| 2012 | 3D Reconstruction of Dynamic Scenes with Multiple Handheld Cameras
Hanqing Jiang, Haomin Liu, Ping Tan 0002, Guofeng Zhang 0001, Hujun Bao |
ECCV (2) | 1 |
| 2011 | Motion Imitation with a Handheld CameraabstractIn this paper, we present a novel method to extract motion of a dynamic object from a video that is captured by a handheld camera, and apply it to a 3D character. Unlike the motion capture techniques, neither special sensors/trackers nor a controllable environment is required. Our system significantly automates motion imitation which is traditionally conducted by professional animators via manual keyframing. Given the input video sequence, we track the dynamic reference object to obtain trajectories of both 2D and 3D tracking points. With them as constraints, we then transfer the motion to the target 3D character by solving an optimization problem to maintain the motion gradients. We also provide a user-friendly editing environment for users to fine tune the motion details. As casual videos can be used, our system, therefore, greatly increases the supply source of motion data. Examples of imitating various types of animal motion are shown. Guofeng Zhang 0001, Hanqing Jiang, Jin Huang 0001, Jiaya Jia, Tien-Tsin Wong, Kun Zhou 0001, Hujun Bao |
IEEE Trans. Vis. Comput. Graph. | 2 |