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Yuanxu Duan

dblp:88/4606 · DBLP profile ↗
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3ranked-venue papers
0as first author
1since 2021 · last 2025
—ORCID · none

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

Artificial intelligence and machine learning · 3 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 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
Geometric modeling and processing · 100%

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

TopicWeightPapersLastEvidence papers
Geometric modeling and processing › mesh processing
discontinuity handling
0.912025
FNIN: A Fourier Neural Operator-based Numerical Integration Network for Surface-from-gradients · AAAI 2025
Geometric modeling and processing › surface reconstruction
surface-from-gradients
0.912025
FNIN: A Fourier Neural Operator-based Numerical Integration Network for Surface-from-gradients · AAAI 2025
Geometric modeling and processing
surface reconstruction
0.912025
FNIN: A Fourier Neural Operator-based Numerical Integration Network for Surface-from-gradients · AAAI 2025

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

weighted least squares · 0.9self-learning attention · 0.9fourier neural operator · 0.9
YearPublicationVenuePosition
2025 FNIN: A Fourier Neural Operator-based Numerical Integration Network for Surface-from-gradients
abstract
Surface-from-gradients (SfG) aims to recover a three-dimensional (3D) surface from its gradients. Traditional methods encounter significant challenges in achieving high accuracy and handling high-resolution inputs, particularly facing the complex nature of discontinuities and the inefficiencies associated with large-scale linear solvers. Although recent advances in deep learning, such as photometric stereo, have enhanced normal estimation accuracy, they do not fully address the intricacies of gradient-based surface reconstruction. To overcome these limitations, we propose a Fourier neural operator-based Numerical Integration Network (FNIN) within a two-stage optimization framework. In the first stage, our approach employs an iterative architecture for numerical integration, harnessing an advanced Fourier neural operator to approximate the solution operator in Fourier space. Additionally, a self-learning attention mechanism is incorporated to effectively detect and handle discontinuities. In the second stage, we refine the surface reconstruction by formulating a weighted least squares problem, addressing the identified discontinuities rationally. Extensive experiments demonstrate that our method achieves significant improvements in both accuracy and efficiency compared to current state-of-the-art solvers. This is particularly evident in handling high-resolution images with complex data, achieving errors of fewer than 0.1 mm on tested objects.
Jiaqi Leng 0002, Yakun Ju, Yuanxu Duan, Jiangnan Zhang, Qingxuan Lv, Zuxuan Wu, Hao Fan 0004
AAAI3
2010 Illumination Estimation of 3D Surface Texture Based on Active Basis
abstract
This paper describes an approach to estimate illumination directions of 3D surface texture based on Active Basis. Instead of applying Gabor wavelet transform to extract texture features, we represent our texture features with a simple Haar feature to improve efficiency. The Active Basis model can be learned from training image patches by the shared pursuit algorithm. The base histogram can then be obtained based on each model. We measure the illumination directions by minimizing the Euclidean distance and the entropy difference of base histograms between the test image and the training sets. Experimental results demonstrate the effectiveness and accuracy of the proposed approach.
Junyu Dong, Liyuan Su, Yuanxu Duan
ICPR3
2008 Texture synthesis by Support Vector Machines
abstract
We introduce a simple texture synthesis method based on Support Vector Machines (SVM). Although SVM has been effectively used for various pattern recognition tasks, there is no report available on directly applying SVM for texture synthesis. The advantage of using SVM is that the sample can be simply modeled by a linear model and is not required during the synthesis stage. In addition, the method can be further extended to synthesize 3D surface texture or Bidirectional Texture Functions. Our experimental results show that the method can successfully model and synthesize semi or highly structured textures, which can be difficult subjects for previous texture synthesis methods based on parametric models.
Junyu Dong, Yuanxu Duan, Guimei Sun, Lin Qi 0004
ICPR2