EDBT 2026 Demo / reviewers in the wild / expert
Youyu Chen
dblp:92/10696
· DBLP profile ↗
7ranked-venue papers
2as first author
6since 2021 · last 2025
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 6 · 1 first-author · 6 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author · 3 since 2021Systems, architecture and hardware · 1 · 1 since 2021Computer networks · 1 · 1 first-author
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
5 papers |
Rendering · 85% Geometric modeling and processing · 11% Audio and music processing · 3% | |
| Artificial intelligence
2 papers |
3D vision · 67% Segmentation and scene understanding · 33% |
Topics — the 13 heaviest of 13, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering › gaussian splatting
3d gaussian splatting |
3.5 | 4 | 2025 | Reframing Gaussian Splatting Densification with Complexity-Density Consistency of Primitives · NeurIPS 2025 COB-GS: Clear Object Boundaries in 3DGS Segmentation Based on Boundary-Adaptive Gaussian Splitting · CVPR 2025 SpecTRe-GS: Modeling Highly Specular Surfaces with Reflected Nearby Objects by Tracing Rays in 3D Gaussian Splatting · CVPR 2025 |
Rendering
neural rendering |
1.1 | 2 | 2025 | Reframing Gaussian Splatting Densification with Complexity-Density Consistency of Primitives · NeurIPS 2025 DashGaussian: Optimizing 3D Gaussian Splatting in 200 Seconds · CVPR 2025 |
Computer vision › 3D vision › neural rendering
3d gaussian splatting |
0.9 | 1 | 2025 | Quantifying and Alleviating Co-Adaptation in Sparse-View 3D Gaussian Splatting · NeurIPS 2025 |
Computer vision › Segmentation and scene understanding › 3d segmentation › 3d scene segmentation
3d gaussian splatting segmentation |
0.9 | 1 | 2025 | COB-GS: Clear Object Boundaries in 3DGS Segmentation Based on Boundary-Adaptive Gaussian Splitting · CVPR 2025 |
Computer vision › 3D vision
3d scene understanding |
0.9 | 1 | 2025 | COB-GS: Clear Object Boundaries in 3DGS Segmentation Based on Boundary-Adaptive Gaussian Splitting · CVPR 2025 |
Computer vision › 3D vision
novel view synthesis |
0.9 | 1 | 2025 | Quantifying and Alleviating Co-Adaptation in Sparse-View 3D Gaussian Splatting · NeurIPS 2025 |
Computer vision › Segmentation and scene understanding › boundary detection
object boundary segmentation |
0.9 | 1 | 2025 | COB-GS: Clear Object Boundaries in 3DGS Segmentation Based on Boundary-Adaptive Gaussian Splitting · CVPR 2025 |
Computer vision › 3D vision › 3d reconstruction › multi-view reconstruction
sparse-view reconstruction |
0.9 | 1 | 2025 | Quantifying and Alleviating Co-Adaptation in Sparse-View 3D Gaussian Splatting · NeurIPS 2025 |
Rendering
global illumination |
0.9 | 1 | 2025 | SpecTRe-GS: Modeling Highly Specular Surfaces with Reflected Nearby Objects by Tracing Rays in 3D Gaussian Splatting · CVPR 2025 |
Rendering › global illumination
interreflection |
0.9 | 1 | 2025 | SpecTRe-GS: Modeling Highly Specular Surfaces with Reflected Nearby Objects by Tracing Rays in 3D Gaussian Splatting · CVPR 2025 |
Geometric modeling and processing › shape representation
point-based representation |
0.9 | 1 | 2025 | Reframing Gaussian Splatting Densification with Complexity-Density Consistency of Primitives · NeurIPS 2025 |
Rendering › neural rendering
gaussian splatting rendering |
0.3 | 1 | 2025 | Quantifying and Alleviating Co-Adaptation in Sparse-View 3D Gaussian Splatting · NeurIPS 2025 |
Audio and music processing › time-frequency analysis
wavelet analysis |
0.3 | 1 | 2025 | Reframing Gaussian Splatting Densification with Complexity-Density Consistency of Primitives · NeurIPS 2025 |
Methods — techniques the papers use, named apart from their topics
semantic gradient · 1.7noise injection · 1.7gaussian dropout · 1.7boundary-adaptive gaussian splitting · 1.7ray tracing · 0.9primitive growth scheduling · 0.9normal prior guidance · 0.9joint geometry optimization · 0.9dynamic rendering resolution scheduling · 0.9complexity-density consistency · 0.9
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | DashGaussian: Optimizing 3D Gaussian Splatting in 200 Secondsabstract3D Gaussian Splatting (3DGS) renders pixels by rasterizing Gaussian primitives, where the rendering resolution and the primitive number, concluded as the optimization complexity, dominate the time cost in primitive optimization. In this paper, we propose DashGaussian, a scheduling scheme over the optimization complexity of 3DGS that strips redundant complexity to accelerate 3DGS optimization. Specifically, we formulate 3DGS optimization as progressively fitting 3DGS to higher levels of frequency components in the training views, and propose a dynamic rendering resolution scheme that largely reduces the optimization complexity based on this formulation. Besides, we argue that a specific rendering resolution should cooperate with a proper primitive number for a better balance between computing redundancy and fitting quality, where we schedule the growth of the primitives to synchronize with the rendering resolution. Extensive experiments show that our method accelerates the optimization of various 3DGS backbones by 45.7% on average while preserving the rendering quality. Project page is available at dashgaussian.github.io. Youyu Chen, Junjun Jiang, Kui Jiang, Xianming Liu 0005, Yinyu Nie |
CVPR | 1 |
| 2025 | SpecTRe-GS: Modeling Highly Specular Surfaces with Reflected Nearby Objects by Tracing Rays in 3D Gaussian Splattingabstract3D Gaussian Splatting (3DGS), a recently emerged multi-view 3D reconstruction technique, has shown significant advantages in real-time rendering and explicit editing. However, 3DGS encounters challenges in the accurate modeling of both high-frequency view-dependent appearances and global illumination effects, including inter-reflection. This paper introduces SpecTRe-GS, which addresses these challenges and models highly Specular surfaces that reflect nearby objects through Tracing Rays in 3D Gaussian Splatting. SpecTRe-GS separately models reflections from highly specular and rough surfaces to leverage the distinctions between their reflective properties and integrates an efficient ray tracer within the 3DGS framework for querying secondary rays, thus achieving fast and accurate rendering. Also, it incorporates normal prior guidance and joint geometry optimization at various stages of the training process to enhance geometry reconstruction for undistorted reflections. Experiments on both synthetic and real-world scenes demonstrate the superiority of SpecTRe-GS compared to existing 3DGS-based methods in capturing highly specular inter-reflections and also showcase its editing applications. Jiajun Tang 0001, Zhihao Li 0002, Shiyong Liu, Youyu Chen, Binxiao Huang, Boxin Shi |
CVPR | 6 |
| 2025 | COB-GS: Clear Object Boundaries in 3DGS Segmentation Based on Boundary-Adaptive Gaussian SplittingabstractAccurate object segmentation is crucial for high-quality scene understanding in the 3D vision domain. However, 3D segmentation based on 3D Gaussian Splatting (3DGS) struggles with accurately delineating object boundaries, as Gaussian primitives often span across object edges due to their inherent volume and the lack of semantic guidance during training. In order to tackle these challenges, we introduce Clear Object Boundaries for 3DGS Segmentation (COB-GS), which aims to improve segmentation accuracy by clearly delineating blurry boundaries of interwoven Gaussian primitives within the scene. Unlike existing approaches that remove ambiguous Gaussians and sacrifice visual quality, COB-GS, as a 3DGS refinement method, jointly optimizes semantic and visual information, allowing the two different levels to cooperate with each other effectively. Specifically, for the semantic guidance, we introduce a boundary-adaptive Gaussian splitting technique that leverages semantic gradient statistics to identify and split ambiguous Gaussians, aligning them closely with object boundaries. For the visual optimization, we rectify the degraded suboptimal texture of the 3DGS scene, particularly along the refined boundary structures. Experimental results show that COB-GS substantially improves segmentation accuracy and robustness against inaccurate masks from pre-trained model, yielding clear boundaries while preserving high visual quality. Code is available at https://github.com/ZestfulJX/COB-GS. Junjun Jiang, Youyu Chen, Kui Jiang, Xianming Liu 0005 |
CVPR | 3 |
| 2025 | FUSE: Label-Free Image-Event Joint Monocular Depth Estimation via Frequency-Decoupled Alignment and Degradation-Robust FusionabstractImage-event joint depth estimation methods leverage complementary modalities for robust perception, yet face challenges in generalizability stemming from two factors: 1) limited annotated image-event-depth datasets causing insufficient cross-modal supervision, and 2) inherent frequency mismatches between static images and dynamic event streams with distinct spatiotemporal patterns, leading to ineffective feature fusion. To address this dual challenge, we propose Frequency-decoupled Unified Self-supervised Encoder (FUSE) with two synergistic components: The Parameter-efficient Self-supervised Transfer (PST) leverages image foundation models for cross-modal knowledge transfer, effectively mitigating data scarcity by enabling joint encoding without depth ground truth. Complementing this, the Frequency-Decoupled Fusion module (FreDFuse) resolves modality-specific frequency mismatches by decoupling features into high- and low-frequency bands and then performing a guided cross-attention fusion, where the modality dominant in each band steers the integration. This combined approach enables FUSE to construct a universal image-event encoder that only requires lightweight decoder adaptation for target datasets. Extensive experiments demonstrate state-of-the-art performance with 14% and 24.9% improvements in Abs.Rel on MVSEC and DENSE datasets. The framework exhibits remarkable robustness and generalization in challenging scenarios, including extreme lighting and motion blur, significantly advancing its real-world deployment capabilities. The source code for our method is publicly available at: https://github.com/sunpihai-up/FUSE. Pihai Sun, Junjun Jiang, Yuanqi Yao, Youyu Chen, Wenbo Zhao 0004, Kui Jiang, Xianming Liu 0005 |
IROS | 4 |
| 2025 | Quantifying and Alleviating Co-Adaptation in Sparse-View 3D Gaussian Splattingabstract3D Gaussian Splatting (3DGS) has demonstrated impressive performance in novel view synthesis under dense-view settings. However, in sparse-view scenarios, despite the realistic renderings in training views, 3DGS occasionally manifests appearance artifacts in novel views. This paper investigates the appearance artifacts in sparse-view 3DGS and uncovers a core limitation of current approaches: the optimized Gaussians are overly-entangled with one another to aggressively fit the training views, which leads to a neglect of the real appearance distribution of the underlying scene and results in appearance artifacts in novel views. The analysis is based on a proposed metric, termed Co-Adaptation Score (CA), which quantifies the entanglement among Gaussians, i.e., co-adaptation, by computing the pixel-wise variance across multiple renderings of the same viewpoint, with different random subsets of Gaussians. The analysis reveals that the degree of co-adaptation is naturally alleviated as the number of training views increases. Based on the analysis, we propose two lightweight strategies to explicitly mitigate the co-adaptation in sparse-view 3DGS: (1) random gaussian dropout; (2) multiplicative noise injection to the opacity. Both strategies are designed to be plug-and-play, and their effectiveness is validated across various methods and benchmarks. We hope that our insights into the co-adaptation effect will inspire the community to achieve a more comprehensive understanding of sparse-view 3DGS. Kangjie Chen, Yingji Zhong, Youyu Chen, Minghan Qin, Haoqian Wang |
NeurIPS | 5 |
| 2025 | Reframing Gaussian Splatting Densification with Complexity-Density Consistency of PrimitivesabstractThe essence of 3D Gaussian Splatting (3DGS) training is to smartly allocate Gaussian primitives, expressing complex regions with more primitives and vice versa.
Prior researches typically mark out under-reconstructed regions in a rendering-loss-driven manner.
However, such a loss-driven strategy is often dominated by low-frequency regions, which leads to insufficient modeling of high-frequency details in texture-rich regions. As a result, it yields a suboptimal spatial allocation of Gaussian primitives.
This inspires us to excavate the loss-agnostic visual prior in training views to identify complex regions that need more primitives to model.
Based on this insight, we propose Complexity-Density Consistent Gaussian Splatting (CDC-GS), which allocates primitives based on the consistency between visual complexity of training views and the density of primitives.
Specifically, primitives involved in rendering high visual complexity areas are categorized as modeling high complexity regions, where we leverage the high frequency wavelet components of training views to measure the visual complexity.
And the density of a primitive is computed with the inverse of geometric mean of its distance to the neighboring primitives.
Guided by the positive correlation between primitive complexity and density, we determine primitives to be densified as well as pruned.
Extensive experiments demonstrate that our CDC-GS surpasses the baseline methods in rendering quality by a large margin using the same amount of Gaussians.
And we provide insightful analysis to reveal that our method serves perpendicularly to rendering loss in guiding Gaussian primitive allocation. Zhemeng Dong, Junjun Jiang, Youyu Chen, Kui Jiang, Xianming Liu 0005 |
NeurIPS | 3 |
| 2011 | A Graph Configuration Method Based on UI Service CompositionabstractTraditional graph configuration software builds monitor screen by integrating user interface components in a block-building way. It is domain-specific, such as a graph configuration system for coal mine. And usually the control logic (also called business) of a graph configuration system for coal mine is not suitable for electricity, yet its user interface and control logic (also called business) are coupled together. In order to solve these problems this paper proposes a UI service composition method based on SCA (Service Component Architecture) and DTS (Domain, Task and Show) models. SCA is going to decouple business from user interface, while DTS is going to model user interface thinking about its reuse. Through experiments, we can see that this system not only can significantly reduce the cost of UI development by DTS, but also provide efficient support for users to participate in business processes. Youyu Chen, Yang Zhang 0015, Junliang Chen 0001 |
MSN | 1 |