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Chun Gu

dblp:58/4570 · DBLP profile ↗
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8ranked-venue papers
3as first author
8since 2021 · last 2026
—ORCID · none

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

Artificial intelligence and machine learning · 8 · 3 first-author · 8 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-author · 3 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
7 papers
Rendering · 62% Geometric modeling and processing · 28% Visual content generation and editing · 9%
Artificial intelligence
3 papers
Generative modeling · 46% 3D vision · 33% Autonomous driving · 21%

Topics — the 24 heaviest of 25, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
gaussian splatting
1.722025
Reflective Gaussian Splatting · ICLR 2025
IRGS: Inter-Reflective Gaussian Splatting with 2D Gaussian Ray Tracing · CVPR 2025
Rendering
inverse rendering
1.722025
IRGS: Inter-Reflective Gaussian Splatting with 2D Gaussian Ray Tracing · CVPR 2025
TensoFlow: Tensorial Flow-based Sampler for Inverse Rendering · CVPR 2025
Rendering
ray tracing
1.622025
IRGS: Inter-Reflective Gaussian Splatting with 2D Gaussian Ray Tracing · CVPR 2025
Relightable 3D Gaussians: Realistic Point Cloud Relighting with BRDF Decomposition and Ray Tracing · ECCV (45) 2024
Machine learning › Generative modeling
diffusion model
1.122025
Diffusion2: Dynamic 3D Content Generation via Score Composition of Video and Multi-view Diffusion Models · ICLR 2025
Tetrahedron Splatting for 3D Generation · NeurIPS 2024
Geometric modeling and processing › 3d reconstruction › 3d scene reconstruction
dynamic scene reconstruction
1.012026
Periodic Vibration Gaussian: Dynamic Urban Scene Reconstruction and Real-time Rendering · Int. J. Comput. Vis. 2026
Geometric modeling and processing › 3d reconstruction › urban reconstruction
urban scene reconstruction
1.012026
Periodic Vibration Gaussian: Dynamic Urban Scene Reconstruction and Real-time Rendering · Int. J. Comput. Vis. 2026
Machine learning › Generative modeling › spatio-temporal generative modeling
4d generation
0.912025
Diffusion2: Dynamic 3D Content Generation via Score Composition of Video and Multi-view Diffusion Models · ICLR 2025
Robotics › Autonomous driving › simulation
LiDAR simulation
0.912025
GS-LiDAR: Generating Realistic LiDAR Point Clouds with Panoramic Gaussian Splatting · ICLR 2025
Computer vision › 3D vision
novel view synthesis
0.912025
GS-LiDAR: Generating Realistic LiDAR Point Clouds with Panoramic Gaussian Splatting · ICLR 2025
Visual content generation and editing
3d content generation
0.912025
Diffusion2: Dynamic 3D Content Generation via Score Composition of Video and Multi-view Diffusion Models · ICLR 2025
Rendering › monte carlo rendering
importance sampling
0.912025
TensoFlow: Tensorial Flow-based Sampler for Inverse Rendering · CVPR 2025
Rendering
monte carlo rendering
0.912025
TensoFlow: Tensorial Flow-based Sampler for Inverse Rendering · CVPR 2025
Rendering
neural rendering
0.912025
Reflective Gaussian Splatting · ICLR 2025
Rendering
physically based rendering
0.912025
Reflective Gaussian Splatting · ICLR 2025
Rendering › surface rendering
reflective surface rendering
0.912025
Reflective Gaussian Splatting · ICLR 2025
Visual content generation and editing
3d shape generation
0.812024
Tetrahedron Splatting for 3D Generation · NeurIPS 2024
Rendering
differentiable rendering
0.812024
Tetrahedron Splatting for 3D Generation · NeurIPS 2024
Geometric modeling and processing › surface reconstruction › mesh reconstruction
mesh extraction
0.812024
Tetrahedron Splatting for 3D Generation · NeurIPS 2024
Geometric modeling and processing › shape representation › point-based representation
point cloud
0.812024
Relightable 3D Gaussians: Realistic Point Cloud Relighting with BRDF Decomposition and Ray Tracing · ECCV (45) 2024
Rendering
relighting
0.812024
Relightable 3D Gaussians: Realistic Point Cloud Relighting with BRDF Decomposition and Ray Tracing · ECCV (45) 2024
Geometric modeling and processing
shape representation
0.812024
Tetrahedron Splatting for 3D Generation · NeurIPS 2024
Rendering
real-time rendering
0.312026
Periodic Vibration Gaussian: Dynamic Urban Scene Reconstruction and Real-time Rendering · Int. J. Comput. Vis. 2026
Computer vision › 3D vision
3d scene reconstruction
0.312025
GS-LiDAR: Generating Realistic LiDAR Point Clouds with Panoramic Gaussian Splatting · ICLR 2025
Computer vision › 3D vision › 3d reconstruction
multi-view reconstruction
0.312025
Diffusion2: Dynamic 3D Content Generation via Score Composition of Video and Multi-view Diffusion Models · ICLR 2025

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

gaussian splatting · 1.9video diffusion · 1.7score composition · 1.7multi-view diffusion · 1.74d reconstruction · 1.7periodic vibration modeling · 1.0tensorial representation · 0.9spherical harmonics · 0.9normalizing flow · 0.9monte carlo sampling · 0.9differentiable rendering · 0.9tetrahedron rasterization · 0.8signed distance field · 0.8marching tetrahedra · 0.8eikonal regularization · 0.8
YearPublicationVenuePosition
2026 Periodic Vibration Gaussian: Dynamic Urban Scene Reconstruction and Real-time Rendering
Yurui Chen, Chun Gu, Junzhe Jiang 0003, Xiatian Zhu, Li Zhang 0040
Int. J. Comput. Vis.2
2025 TensoFlow: Tensorial Flow-based Sampler for Inverse Rendering
abstract
Inverse rendering aims to recover scene geometry, material properties, and lighting from multi-view images. Given the complexity of light-surface interactions, importance sampling is essential for the evaluation of the rendering equation, as it reduces variance and enhances the efficiency of Monte Carlo sampling. Existing inverse rendering methods typically use pre-defined non-learnable importance samplers in prior manually, struggling to effectively match the spatially and directionally varied integrand and resulting in high variance and suboptimal performance. To address this limitation, we propose the concept of learning a spatially and directionally aware importance sampler for the rendering equation to accurately and flexibly capture the unconstrained complexity of a typical scene. We further formulate TensoFlow, a generic approach for sampler learning in inverse rendering, enabling to closely match the integrand of the rendering equation spatially and directionally. Concretely, our sampler is parameterized by normalizing flows, allowing both directional sampling of incident light and probability density function (PDF) inference. To capture the characteristics of the sampler spatially, we learn a tensorial representation of the scene space, which imposes spatial conditions, together with reflected direction, leading to spatially and directionally aware sampling distributions. Our model can be optimized by minimizing the difference between the integrand and our normalizing flow. Extensive experiments validate the superiority of TensoFlow over prior alternatives on both synthetic and real-world benchmarks.
Chun Gu, Xiaofei Wei, Li Zhang 0040, Xiatian Zhu
CVPR1
2025 IRGS: Inter-Reflective Gaussian Splatting with 2D Gaussian Ray Tracing
abstract
In inverse rendering, accurately modeling visibility and indirect radiance for incident light is essential for capturing secondary effects. Due to the absence of a powerful Gaussian ray tracer, previous 3DGS-based methods have either adopted a simplified rendering equation or used learnable parameters to approximate incident light, resulting in inaccurate material and lighting estimations. To this end, we introduce inter-reflective Gaussian splatting (IRGS) for inverse rendering. To capture inter-reflection, we apply the full rendering equation without simplification and compute incident radiance on the fly using the proposed differentiable 2D Gaussian ray tracing. Additionally, we present an efficient optimization scheme to handle the computational demands of Monte Carlo sampling for rendering equation evaluation. Furthermore, we introduce a novel strategy for querying the indirect radiance of incident light when relighting the optimized scenes. Extensive experiments on multiple standard benchmarks validate the effectiveness of IRGS, demonstrating its capability to accurately model complex inter-reflection effects.
Chun Gu, Xiaofei Wei, Zixuan Zeng, Li Zhang 0040
CVPR1
2025 GS-LiDAR: Generating Realistic LiDAR Point Clouds with Panoramic Gaussian Splatting
abstract
LiDAR novel view synthesis (NVS) has emerged as a novel task within LiDAR simulation, offering valuable simulated point cloud data from novel viewpoints to aid in autonomous driving systems. However, existing LiDAR NVS methods typically rely on neural radiance fields (NeRF) as their 3D representation, which incurs significant computational costs in both training and rendering. Moreover, NeRF and its variants are designed for symmetrical scenes, making them ill-suited for driving scenarios. To address these challenges, we propose GS-LiDAR, a novel framework for generating realistic LiDAR point clouds with panoramic Gaussian splatting. Our approach employs 2D Gaussian primitives with periodic vibration properties, allowing for precise geometric reconstruction of both static and dynamic elements in driving scenarios. We further introduce a novel panoramic rendering technique with explicit ray-splat intersection, guided by panoramic LiDAR supervision. By incorporating intensity and ray-drop spherical harmonic (SH) coefficients into the Gaussian primitives, we enhance the realism of the rendered point clouds. Extensive experiments on KITTI-360 and nuScenes demonstrate the superiority of our method in terms of quantitative metrics, visual quality, as well as training and rendering efficiency.
Junzhe Jiang 0003, Chun Gu, Yurui Chen, Li Zhang 0040
ICLR2
2025 Diffusion2: Dynamic 3D Content Generation via Score Composition of Video and Multi-view Diffusion Models
abstract
Recent advancements in 3D generation are predominantly propelled by improvements in 3D-aware image diffusion models. These models are pretrained on Internet-scale image data and fine-tuned on massive 3D data, offering the capability of producing highly consistent multi-view images. However, due to the scarcity of synchronized multi-view video data, it remains challenging to adapt this paradigm to 4D generation directly. Despite that, the available video and 3D data are adequate for training video and multi-view diffusion models separately that can provide satisfactory dynamic and geometric priors respectively. To take advantage of both, this paper presents Diffusion$^2$, a novel framework for dynamic 3D content creation that reconciles the knowledge about geometric consistency and temporal smoothness from these models to directly sample dense multi-view multi-frame images which can be employed to optimize continuous 4D representation. Specifically, we design a simple yet effective denoising strategy via score composition of pretrained video and multi-view diffusion models based on the probability structure of the target image array. To alleviate the potential conflicts between two heterogeneous scores, we further introduce variance-reducing sampling via interpolated steps, facilitating smooth and stable generation. Owing to the high parallelism of the proposed image generation process and the efficiency of the modern 4D reconstruction pipeline, our framework can generate 4D content within few minutes. Notably, our method circumvents the reliance on expensive and hard-to-scale 4D data, thereby having the potential to benefit from the scaling of the foundation video and multi-view diffusion models. Extensive experiments demonstrate the efficacy of our proposed framework in generating highly seamless and consistent 4D assets under various types of conditions.
Zeyu Yang 0004, Zijie Pan, Chun Gu, Li Zhang 0040
ICLR3
2025 Reflective Gaussian Splatting
abstract
Novel view synthesis has experienced significant advancements owing to increasingly capable NeRF- and 3DGS-based methods. However, reflective object reconstruction remains challenging, lacking a proper solution to achieve real-time, high-quality rendering while accommodating inter-reflection. To fill this gap, we introduce a Reflective Gaussian splatting (Ref-Gaussian) framework characterized with two components: (I) Physically based deferred rendering that empowers the rendering equation with pixel-level material properties via formulating split-sum approximation; (II) Gaussian-grounded inter-reflection that realizes the desired inter-reflection function within a Gaussian splatting paradigm for the first time. To enhance geometry modeling, we further introduce material-aware normal propagation and an initial per-Gaussian shading stage, along with 2D Gaussian primitives. Extensive experiments on standard datasets demonstrate that Ref-Gaussian surpasses existing approaches in terms of quantitative metrics, visual quality, and compute efficiency. Further, we show that our method serves as a unified solution for both reflective and non-reflective scenes, going beyond the previous alternatives focusing on only reflective scenes. Also, we illustrate that Ref-Gaussian supports more applications such as relighting and editing.
Zixuan Zeng, Chun Gu, Xiatian Zhu, Li Zhang 0040
ICLR3
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)2
2024 Tetrahedron Splatting for 3D Generation
abstract
3D representation is essential to the significant advance of 3D generation with 2D diffusion priors. As a flexible representation, NeRF has been first adopted for 3D representation. With density-based volumetric rendering, it however suffers both intensive computational overhead and inaccurate mesh extraction. Using a signed distance field and Marching Tetrahedra, DMTet allows for precise mesh extraction and real-time rendering but is limited in handling large topological changes in meshes, leading to optimization challenges. Alternatively, 3D Gaussian Splatting (3DGS) is favored in both training and rendering efficiency while falling short in mesh extraction. In this work, we introduce a novel 3D representation, Tetrahedron Splatting (TeT-Splatting), that supports easy convergence during optimization, precise mesh extraction, and real-time rendering simultaneously. This is achieved by integrating surface-based volumetric rendering within a structured tetrahedral grid while preserving the desired ability of precise mesh extraction, and a tile-based differentiable tetrahedron rasterizer. Furthermore, we incorporate eikonal and normal consistency regularization terms for the signed distance field to improve generation quality and stability. Critically, our representation can be trained without mesh extraction, making the optimization process easier to converge. Our TeT-Splatting can be readily integrated in existing 3D generation pipelines, along with polygonal mesh for texture optimization. Extensive experiments show that our TeT-Splatting strikes a superior tradeoff among convergence speed, render efficiency, and mesh quality as compared to previous alternatives under varying 3D generation settings.
Chun Gu, Zeyu Yang 0004, Zijie Pan, Xiatian Zhu, Li Zhang 0040
NeurIPS1