Ruilong Li

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20ranked-venue papers
9as first author
13since 2021 · last 2025
—ORCID · conflict

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Graphics, computer vision, multimedia, augmented reality and games · 16 · 8 first-author · 9 since 2021Artificial intelligence and machine learning · 14 · 7 first-author · 10 since 2021
YearPublicationVenuePosition
2025 Cameras as Relative Positional Encoding
abstract
Transformers are increasingly prevalent for multiview computer vision tasks, where geometric relationships between viewpoints are critical for 3D perception. To leverage these relationships, multiview transformers must use camera geometry to ground visual tokens in 3D space. In this work, we compare techniques for conditioning transformers on cameras: token-level raymap encodings, attention-level relative pose encodings, and a new relative encoding we propose—Projective Positional Encoding (PRoPE)—that captures complete camera frustums, both intrinsics and extrinsics, as a relative positional encoding. Our experiments begin by showing how relative conditioning methods improve performance in feedforward novel view synthesis, with further gains from PRoPE. This holds across settings: scenes with both shared and varying intrinsics, when combining token- and attention-level conditioning, and for generalization to inputs with out-of-distribution sequence lengths and camera intrinsics. We then verify that these benefits persist for different tasks, stereo depth estimation and discriminative spatial cognition, as well as larger model sizes.
Ruilong Li, Brent Yi, Yi Ma 0001, Angjoo Kanazawa
NeurIPS1
2025 gsplat: An Open-Source Library for Gaussian Splatting
abstract
gsplat is an open-source library designed for training and developing Gaussian Splatting methods. It features a front-end with Python bindings compatible with the PyTorch library and a back-end with highly optimized CUDA kernels. gsplat offers numerous features that enhance the optimization of Gaussian Splatting models, which include optimization improvements for speed, memory, and convergence times. Experimental results demonstrate that gsplat achieves up to 10% less training time and 4x less memory than the original implementation. Utilized in several research projects, gsplat is actively maintained on GitHub. Source code is available at https://github.com/nerfstudio-project/gsplat under Apache License 2.0. We welcome contributions from the open-source community.
Vickie Ye, Ruilong Li, Justin Kerr, Matias Turkulainen, Brent Yi, Zhuoyang Pan, Otto Seiskari, Jianbo Ye, Yu (Jeffrey) Hu, Matthew Tancik, Angjoo Kanazawa
J. Mach. Learn. Res.2
2024 NeRF-XL: Scaling NeRFs with Multiple GPUs
Ruilong Li, Sanja Fidler, Angjoo Kanazawa, Francis Williams
ECCV (48)1
2024 fVDB : A Deep-Learning Framework for Sparse, Large Scale, and High Performance Spatial Intelligence
abstract
We present f VDB, a novel GPU-optimized framework for deep learning on large-scale 3D data. f VDB provides a complete set of differentiable primitives to build deep learning architectures for common tasks in 3D learning such as convolution, pooling, attention, ray-tracing, meshing, etc. f VDB simultaneously provides a much larger feature set (primitives and operators) than established frameworks with no loss in efficiency: our operators match or exceed the performance of other frameworks with narrower scope. Furthermore, f VDB can process datasets with much larger footprint and spatial resolution than prior works, while providing a competitive memory footprint on small inputs. To achieve this combination of versatility and performance, f VDB relies on a single novel VDB index grid acceleration structure paired with several key innovations including GPU accelerated sparse grid construction, convolution using tensorcores, fast ray tracing kernels using a Hierarchical Digital Differential Analyzer algorithm (HDDA), and jagged tensors. Our framework is fully integrated with PyTorch enabling interoperability with existing pipelines, and we demonstrate its effectiveness on a number of representative tasks such as large-scale point-cloud segmentation, high resolution 3D generative modeling, unbounded scale Neural Radiance Fields, and large-scale point cloud reconstruction.
Francis Williams, Jonathan Swartz, Gergely Klár, Vijay Thakkar, Matthew Cong, Xuanchi Ren, Ruilong Li, Clement Fuji-Tsang, Sanja Fidler, Eftychios Sifakis, Ken Museth
ACM Trans. Graph.8
2023 NerfAcc: Efficient Sampling Accelerates NeRFs
abstract
Optimizing and rendering Neural Radiance Fields is computationally expensive due to the vast number of samples required by volume rendering. Recent works have included alternative sampling approaches to help accelerate their methods, however, they are often not the focus of the work. In this paper, we investigate and compare multiple sampling approaches and demonstrate that improved sampling is generally applicable across NeRF variants under an unified concept of transmittance estimator. To facilitate future experiments, we develop NerfAcc, a Python toolbox that provides flexible APIs for incorporating advanced sampling methods into NeRF related methods. We demonstrate its flexibility by showing that it can reduce the training time of several recent NeRF methods by 1.5× to 20× with minimal modifications to the existing codebase. Additionally, highly customized NeRFs, such as Instant-NGP, can be implemented in native PyTorch using NerfAcc. Our code are open-sourced at https://www.nerfacc.com.
Ruilong Li, Matthew Tancik, Angjoo Kanazawa
ICCV1
2023 NeRF-Det: Learning Geometry-Aware Volumetric Representation for Multi-View 3D Object Detection
abstract
We present NeRF-Det, a novel method for indoor 3D detection with posed RGB images as input. Unlike existing indoor 3D detection methods that struggle to model scene geometry, our method makes novel use of NeRF in an end-to-end manner to explicitly estimate 3D geometry, thereby improving 3D detection performance. Specifically, to avoid the significant extra latency associated with per-scene optimization of NeRF, we introduce sufficient geometry priors to enhance the generalizability of NeRF-MLP. Furthermore, we subtly connect the detection and NeRF branches through a shared MLP, enabling an efficient adaptation of NeRF to detection and yielding geometry-aware volumetric representations for 3D detection. Our method outperforms state-of-the-arts by 3.9 mAP and 3.1 mAP on the ScanNet and ARKITScenes benchmarks, respectively. We provide extensive analysis to shed light on how NeRF-Det works. As a result of our joint-training design, NeRF-Det is able to generalize well to unseen scenes for object detection, view synthesis, and depth estimation tasks without requiring per-scene optimization. Code is available at https://github.com/facebookresearch/NeRF-Det.
Chenfeng Xu, Bichen Wu, Ji Hou, Sam S. Tsai, Ruilong Li, Jialiang Wang 0001, Peter Vajda, Kurt Keutzer, Masayoshi Tomizuka
ICCV5
2023 Correction to: Person search via class activation map transferring
Ruilong Li, Yunzhou Zhang, Shangdong Zhu, Shuangwei Liu
Multim. Tools Appl.1
2022 TAVA: Template-free Animatable Volumetric Actors
Ruilong Li, Julian Tanke, Minh Vo, Michael Zollhöfer, Juergen Gall, Angjoo Kanazawa, Christoph Lassner
ECCV (32)1
2022 Monocular Dynamic View Synthesis: A Reality Check
abstract
We study the recent progress on dynamic view synthesis (DVS) from monocular video. Though existing approaches have demonstrated impressive results, we show a discrepancy between the practical capture process and the existing experimental protocols, which effectively leaks in multi-view signals during training. We define effective multi-view factors (EMFs) to quantify the amount of multi-view signal present in the input capture sequence based on the relative camera-scene motion. We introduce two new metrics: co-visibility masked image metrics and correspondence accuracy, which overcome the issue in existing protocols. We also propose a new iPhone dataset that includes more diverse real-life deformation sequences. Using our proposed experimental protocol, we show that the state-of-the-art approaches observe a 1-2 dB drop in masked PSNR in the absence of multi-view cues and 4-5 dB drop when modeling complex motion. Code and data can be found at http://hangg7.com/dycheck.
Ruilong Li, Shubham Tulsiani, Bryan Russell, Angjoo Kanazawa
NeurIPS2
2021 AI Choreographer: Music Conditioned 3D Dance Generation with AIST++
abstract
We present AIST++, a new multi-modal dataset of 3D dance motion and music, along with FACT, a Full-Attention Cross-modal Transformer network for generating 3D dance motion conditioned on music. The proposed AIST++ dataset contains 5.2 hours of 3D dance motion in 1408 sequences, covering 10 dance genres with multi-view videos with known camera poses—the largest dataset of this kind to our knowledge. We show that naively applying sequence models such as transformers to this dataset for the task of music conditioned 3D motion generation does not produce satisfactory 3D motion that is well correlated with the input music. We overcome these shortcomings by introducing key changes in its architecture design and supervision: FACT model involves a deep cross-modal transformer block with full-attention that is trained to predict N future motions. We empirically show that these changes are key factors in generating long sequences of realistic dance motion that are well-attuned to the input music. We conduct extensive experiments on AIST++ with user studies, where our method outperforms recent state-of-the-art methods both qualitatively and quantitatively. The code and the dataset can be found at: https://google.github.io/aichoreographer.
Ruilong Li, David A. Ross, Angjoo Kanazawa
ICCV1
2021 PlenOctrees for Real-time Rendering of Neural Radiance Fields
abstract
We introduce a method to render Neural Radiance Fields (NeRFs) in real time using PlenOctrees, an octree-based 3D representation which supports view-dependent effects. Our method can render 800×800 images at more than 150 FPS, which is over 3000 times faster than conventional NeRFs. We do so without sacrificing quality while preserving the ability of NeRFs to perform free-viewpoint rendering of scenes with arbitrary geometry and view-dependent effects. Real-time performance is achieved by pre-tabulating the NeRF into a PlenOctree. In order to preserve view-dependent effects such as specularities, we factorize the appearance via closed-form spherical basis functions. Specifically, we show that it is possible to train NeRFs to predict a spherical harmonic representation of radiance, removing the viewing direction as an input to the neural network. Furthermore, we show that PlenOctrees can be directly optimized to further minimize the reconstruction loss, which leads to equal or better quality compared to competing methods. Moreover, this octree optimization step can be used to reduce the training time, as we no longer need to wait for the NeRF training to converge fully. Our real-time neural rendering approach may potentially enable new applications such as 6-DOF industrial and product visualizations, as well as next generation AR/VR systems. PlenOctrees are amenable to in-browser rendering as well; please visit the project page for the interactive online demo, as well as video and code: https://alexyu.net/plenoctrees.
Alex Yu, Ruilong Li, Matthew Tancik, Hao Li 0015, Ren Ng, Angjoo Kanazawa
ICCV2
2021 Person search via class activation map transferring
Ruilong Li, Yunzhou Zhang, Shangdong Zhu, Shuangwei Liu
Multim. Tools Appl.1
2021 Semi-supervised learning for person re-identification based on style-transfer-generated data by CycleGANs
Shangdong Zhu, Yunzhou Zhang, Sonya A. Coleman, Ruilong Li, Shuangwei Liu
Mach. Vis. Appl.5
2020 Learning Formation of Physically-Based Face Attributes
abstract
Based on a combined data set of 4000 high resolution facial scans, we introduce a non-linear morphable face model, capable of producing multifarious face geometry of pore-level resolution, coupled with material attributes for use in physically-based rendering. We aim to maximize the variety of the participant’s face identities, while increasing the robustness of correspondence between unique components, including middle-frequency geometry, albedo maps, specular intensity maps and high-frequency displacement details. Our deep learning based generative model learns to correlate albedo and geometry, which ensures the anatomical correctness of the generated assets. We demonstrate potential use of our generative model for novel identity generation, model fitting, interpolation, animation, high fidelity data visualization, and low-to-high resolution data domain transferring. We hope the release of this generative model will encourage further cooperation between all graphics, vision, and data focused professionals, while demonstrating the cumulative value of every individual’s complete biometric profile.
Ruilong Li, Karl Bladin, Chinmay Chinara, Owen Ingraham, Pengda Xiang, Xinglei Ren, Pratusha Prasad, Bipin Kishore, Jun Xing, Hao Li 0015
CVPR1
2020 Monocular Real-Time Volumetric Performance Capture
Ruilong Li, Yuliang Xiu, Shunsuke Saito, Zeng Huang, Kyle Olszewski, Hao Li 0015
ECCV (23)1
2020 Deep Portrait Image Completion and Extrapolation
abstract
General image completion and extrapolation methods often fail on portrait images where parts of the human body need to be recovered -a task that requires accurate human body structure and appearance synthesis. We present a twostage deep learning framework for tackling this problem. In the first stage, given a portrait image with an incomplete human body, we extract a complete, coherent human body structure through a human parsing network, which focuses on structure recovery inside the unknown region with the help of full-body pose estimation. In the second stage, we use an image completion network to fill the unknown region, guided by the structure map recovered in the first stage. For realistic synthesis the completion network is trained with both perceptual loss and conditional adversarial loss.We further propose a face refinement network to improve the fidelity of the synthesized face region. We evaluate our method on publicly-available portrait image datasets, and show that it outperforms other state-of-the-art general image completion methods. Our method enables new portrait image editing applications such as occlusion removal and portrait extrapolation. We further show that the proposed general learning framework can be applied to other types of images, e.g. animal images.
Xian Wu 0004, Ruilong Li, Jian-Cheng Liu, Jue Wang 0001, Ariel Shamir, Shi-Min Hu 0001
IEEE Trans. Image Process.2
2019 Example-Guided Style-Consistent Image Synthesis From Semantic Labeling
abstract
Example-guided image synthesis aims to synthesize an image from a semantic label map and an exemplary image indicating style. We use the term "style" in this problem to refer to implicit characteristics of images, for example: in portraits "style" includes gender, racial identity, age, hairstyle; in full body pictures it includes clothing; in street scenes it refers to weather and time of day and such like. A semantic label map in these cases indicates facial expression, full body pose, or scene segmentation. We propose a solution to the example-guided image synthesis problem using conditional generative adversarial networks with style consistency. Our key contributions are (i) a novel style consistency discriminator to determine whether a pair of images are consistent in style; (ii) an adaptive semantic consistency loss; and (iii) a training data sampling strategy, for synthesizing style-consistent results to the exemplar. We demonstrate the efficiency of our method on face, dance and street view synthesis tasks.
Miao Wang 0004, Guo-Ye Yang, Ruilong Li, Runze Liang, Song-Hai Zhang, Peter Hall 0001, Shi-Min Hu 0001
CVPR3
2019 Pose2Seg: Detection Free Human Instance Segmentation
abstract
The standard approach to image instance segmentation is to perform the object detection first, and then segment the object from the detection bounding-box. More recently, deep learning methods like Mask R-CNN perform them jointly. However, little research takes into account the uniqueness of the "human" category, which can be well defined by the pose skeleton. Moreover, the human pose skeleton can be used to better distinguish instances with heavy occlusion than using bounding-boxes. In this paper, we present a brand new pose-based instance segmentation framework for humans which separates instances based on human pose, rather than proposal region detection. We demonstrate that our pose-based framework can achieve better accuracy than the state-of-art detection-based approach on the human instance segmentation problem, and can moreover better handle occlusion. Furthermore, there are few public datasets containing many heavily occluded humans along with comprehensive annotations, which makes this a challenging problem seldom noticed by researchers. Therefore, in this paper we introduce a new benchmark "Occluded Human (OCHuman)", which focuses on occluded humans with comprehensive annotations including bounding-box, human pose and instance masks. This dataset contains 8110 detailed annotated human instances within 4731 images. With an average 0.67 MaxIoU for each person, OCHuman is the most complex and challenging dataset related to human instance segmentation. Through this dataset, we want to emphasize occlusion as a challenging problem for researchers to study.
Song-Hai Zhang, Ruilong Li, Paul L. Rosin, Zixi Cai, Dingcheng Yang, Hao-Zhi Huang 0001, Shi-Min Hu 0001
CVPR2
2019 PortraitNet: Real-time portrait segmentation network for mobile device
Song-Hai Zhang, Ruilong Li, Yongliang Yang 0002
Comput. Graph.4
2018 Detecting and Removing Visual Distractors for Video Aesthetic Enhancement
abstract
Personal videos often contain visual distractors, which are objects that are accidentally captured and can distract viewers from focusing on the main subjects. We propose a method to automatically detect and localize these distractors through learning from a manually labeled dataset. To achieve spatially and temporally coherent detection, we propose extracting features at the temporal-superpixel level using a traditional supporting vector machine based learning framework. We also experiment with end-to-end learning using convolutional neural networks, which achieves slightly higher performance than other methods. The classification result is further refined in a postprocessing step based on graph-cut optimization. Experimental results show that our method achieves an accuracy of 81% and a recall of 86%. We demonstrate several ways of removing the detected distractors to improve the video quality, including video hole filling, video frame replacement, and camera path replanning. The user study results show that our method can significantly improve the aesthetic quality of videos.
Xian Wu 0004, Ruilong Li, Jue Wang 0001, Zhao-Heng Zheng, Shi-Min Hu 0001
IEEE Trans. Multim.3