EDBT 2026 Demo / reviewers in the wild / expert
Xin Huang 0021
dblp:98/5766-21
· DBLP profile ↗
12ranked-venue papers
6as first author
12since 2021 · last 2026
0000-0003-3016-9512ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 10 · 6 first-author · 10 since 2021Graphics, computer vision, multimedia, augmented reality and games · 9 · 5 first-author · 9 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Generalizable Occlusion-Aware Human Novel View Synthesis From Image Pairs
Kaijin Zhao, Xin Huang 0021, Guoqing Zhou 0003, Qing Wang 0006 |
IEEE Trans. Circuits Syst. Video Technol. | 2 |
| 2025 | Bright-NeRF: Brightening Neural Radiance Field with Color Restoration from Low-Light RAW ImagesabstractNeural Radiance Fields (NeRF) have demonstrated prominent performance in novel view synthesis tasks. However, their input heavily relies on image acquisition under normal light conditions, making it challenging to learn accurate scene contents in low-light environments where images typically exhibit significant noise and severe color distortion. To address these challenges, we propose a novel approach, Bright-NeRF, which learns enhanced and high-quality radiance fields from multi-view low-light RAW images in an unsupervised manner. Our method simultaneously achieves color restoration, denoising, and enhanced novel view synthesis. Specifically, we leverage a physically-inspired model of the sensor's response to illumination and introduce a chromatic adaptation loss to constrain the learning of response, enabling consistent color perception of objects regardless of lighting conditions. We further utilize the RAW data's properties to expose the scene's intensity automatically. Additionally, we have collected a multi-view low-light RAW image dataset of real-world scenes to advance research in this field. Experimental results demonstrate that our proposed method significantly outperforms existing 2D and 3D approaches. Our code and dataset will be made publicly available. Xin Huang 0021, Guoqing Zhou 0003, Qifeng Guo, Qing Wang 0006 |
AAAI | 2 |
| 2025 | Neural LightRig: Unlocking Accurate Object Normal and Material Estimation with Multi-Light DiffusionabstractRecovering the geometry and materials of objects from a single image is challenging due to its under-constrained nature. In this paper, we present Neural LightRig, a novel framework that boosts intrinsic estimation by leveraging auxiliary multi-lighting conditions from 2D diffusion priors. Specifically, 1) we first leverage illumination priors from large-scale diffusion models to build our multi-light diffusion model on a synthetic relighting dataset with dedicated designs. This diffusion model generates multiple consistent images, each illuminated by point light sources in different directions. 2) By using these varied lighting images to reduce estimation uncertainty, we train a large G-buffer model with a U-Net backbone to accurately predict surface normals and materials. Extensive experiments validate that our approach significantly outperforms state-of-the-art methods, enabling accurate surface normal and PBR material estimation with vivid relighting effects. Code and dataset are available on our project page at https://projects.zxhezexin.com/neural-lightrig. Zexin He, Tengfei Wang 0002, Xin Huang 0021, Xingang Pan, Ziwei Liu 0002 |
CVPR | 3 |
| 2025 | Material Anything: Generating Materials for Any 3D Object via DiffusionabstractWe present Material Anything, a fully-automated, unified diffusion framework designed to generate physically-based materials for 3D objects. Unlike existing methods that rely on complex pipelines or case-specific optimizations, Material Anything offers a robust, end-to-end solution adaptable to objects under diverse lighting conditions. Our approach leverages a pre-trained image diffusion model, enhanced with a triple-head architecture and rendering loss to improve stability and material quality. Additionally, we introduce confidence masks as a dynamic switcher within the diffusion model, enabling it to effectively handle both textured and texture-less objects across varying lighting conditions. By employing a progressive material generation strategy guided by these confidence masks, along with a UV-space material refiner, our method ensures consistent, UV-ready material outputs. Extensive experiments demonstrate our approach outperforms existing methods across a wide range of object categories and lighting conditions. Xin Huang 0021, Tengfei Wang 0002, Ziwei Liu 0002, Qing Wang 0006 |
CVPR | 1 |
| 2025 | Phase shift guided dynamic view synthesis from monocular video
Chuyue Zhao, Xin Huang 0021, Xue Wang 0006, Guoqing Zhou 0003, Qing Wang 0006 |
Image Vis. Comput. | 2 |
| 2025 | Generalizable 3D Gaussian Splatting for novel view synthesis
Chuyue Zhao, Xin Huang 0021, Xue Wang 0006, Qing Wang 0006 |
Pattern Recognit. | 2 |
| 2025 | ${\rm{H}}_{2}{\rm{O}}$H2O-NeRF: Radiance Fields Reconstruction for Two-Hand-Held ObjectsabstractOur work aims to reconstruct the appearance and geometry of the two-hand-held object from a sequence of color images. In contrast to traditional single-hand-held manipulation, two-hand-holding allows more flexible interaction, thereby providing back views of the object, which is particularly convenient for reconstruction but generates complex view-dependent occlusions. The recent development of neural rendering provides new potential for hand-held object reconstruction. In this paper, we propose a novel neural representation-based framework to recover radiance fields of the two-hand-held object, named ${\rm{H}}_{2}{\rm{O}}$H2O-NeRF. We first design an object-centric semantic module based on the geometric signed distance function cues to predict 3D object-centric regions and develop the view-dependent visible module based on the image-related cues to label 2D occluded regions. We then combine them to obtain a 2D visible mask that adaptively guides ray sampling on the object for optimization. We also provide a newly collected ${\rm{H}}_{2}{\rm{O}}$H2O dataset to validate the proposed method. Experiments show that our method achieves superior performance on reconstruction completeness and view-consistency synthesis compared to the state-of-the-art methods. Xinxin Liu 0020, Qi Zhang 0029, Xin Huang 0021, Guoqing Zhou 0003, Qing Wang 0006 |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2024 | HumanNorm: Learning Normal Diffusion Model for High-quality and Realistic 3D Human GenerationabstractRecent text-to-3D methods employing diffusion models have made significant advancements in 3D human generation. However, these approaches face challenges due to the limitations of text-to-image diffusion models, which lack an understanding of 3D structures. Consequently, these methods struggle to achieve high-quality human generation, resulting in smooth geometry and cartoon-like appearances. In this paper, we propose HumanNorm, a novel approach for high-quality and realistic 3D human generation. The main idea is to enhance the model's 2D perception of 3D geometry by learning a normal-adapted diffusion model and a normal-aligned diffusion model. The normal-adapted diffusion model can generate high-fidelity normal maps corresponding to user prompts with view-dependent and body-aware text. The normal-aligned diffusion model learns to generate color images aligned with the normal maps, thereby transforming physical geometry details into realistic appearance. Leveraging the proposed normal diffusion model, we devise a progressive geometry generation strategy and a multi-step Score Distillation Sampling (SDS) loss to enhance the performance of 3D human generation. Comprehensive experiments substantiate HumanNorm's ability to generate 3D humans with intricate geometry and realistic appearances. HumanNorm outperforms existing text-to-3D methods in both geometry and texture quality. The project page of HumanNorm is https://humannorm.github.io/. Xin Huang 0021, Ruizhi Shao, Qi Zhang 0029, Hongwen Zhang 0001, Yebin Liu, Qing Wang 0006 |
CVPR | 1 |
| 2024 | LTM-NeRF: Embedding 3D Local Tone Mapping in HDR Neural Radiance FieldabstractRecent advances in Neural Radiance Fields (NeRF) have provided a new geometric primitive for novel view synthesis. High Dynamic Range NeRF (HDR NeRF) can render novel views with a higher dynamic range. However, effectively displaying the scene contents of HDR NeRF on diverse devices with limited dynamic range poses a significant challenge. To address this, we present LTM-NeRF, a method designed to recover HDR NeRF and support 3D local tone mapping. LTM-NeRF allows for the synthesis of HDR views, tone-mapped views, and LDR views under different exposure settings, using only the multi-view multi-exposure LDR inputs for supervision. Specifically, we propose a differentiable Camera Response Function (CRF) module for HDR NeRF reconstruction, globally mapping the scene's HDR radiance to LDR pixels. Moreover, we introduce a Neural Exposure Field (NeEF) to represent the spatially varying exposure time of an HDR NeRF to achieve 3D local tone mapping, for compatibility with various displays. Comprehensive experiments demonstrate that our method can not only synthesize HDR views and exposure-varying LDR views accurately but also render locally tone-mapped views naturally. Xin Huang 0021, Qi Zhang 0029, Hongdong Li, Qing Wang 0006 |
IEEE Trans. Pattern Anal. Mach. Intell. | 1 |
| 2023 | Inverting the Imaging Process by Learning an Implicit Camera ModelabstractRepresenting visual signals with implicit coordinate-based neural networks, as an effective replacement of the traditional discrete signal representation, has gained considerable popularity in computer vision and graphics. In contrast to existing implicit neural representations which focus on modelling the scene only, this paper proposes a novel implicit camera model which represents the physical imaging process of a camera as a deep neural network. We demonstrate the power of this new implicit camera model on two inverse imaging tasks: i) generating all-in-focus photos, and ii) HDR imaging. Specifically, we devise an implicit blur generator and an implicit tone mapper to model the aperture and exposure of the camera's imaging process, respectively. Our implicit camera model is jointly learned together with implicit scene models under multi-focus stack and multi-exposure bracket supervision. We have demonstrated the effectiveness of our new model on a large number of test images and videos, producing accurate and visually appealing all-in-focus and high dynamic range images. In principle, our new implicit neural camera model has the potential to benefit a wide array of other inverse imaging tasks. Xin Huang 0021, Qi Zhang 0029, Hongdong Li, Qing Wang 0006 |
CVPR | 1 |
| 2023 | Local Implicit Ray Function for Generalizable Radiance Field RepresentationabstractWe propose LIRF (Local Implicit Ray Function), a generalizable neural rendering approach for novel view rendering. Current generalizable neural radiance fields (NeRF) methods sample a scene with a single ray per pixel and may therefore render blurred or aliased views when the input views and rendered views capture scene content with different resolutions. To solve this problem, we propose LIRF to aggregate the information from conical frustums to construct a ray. Given 3D positions within conical frustums, LIRF takes 3D coordinates and the features of conical frustums as inputs and predicts a local volumetric radiance field. Since the coordinates are continuous, LIRF renders high-quality novel views at a continuously-valued scale via volume rendering. Besides, we predict the visible weights for each input view via transformer-based feature matching to improve the performance in occluded areas. Experimental results on real-world scenes validate that our method outperforms state-of-the-art methods on novel view rendering of unseen scenes at arbitrary scales. Xin Huang 0021, Qi Zhang 0029, Xiaoyu Li 0002, Xuan Wang 0009, Qing Wang 0006 |
CVPR | 1 |
| 2022 | HDR-NeRF: High Dynamic Range Neural Radiance FieldsabstractWe present High Dynamic Range Neural Radiance Fields (HDR-NeRF) to recover an HDR radiance field from a set of low dynamic range (LDR) views with different exposures. Using the HDR-NeRF, we are able to generate both novel HDR views and novel LDR views under different exposures. The key to our method is to model the simplified physical imaging process, which dictates that the radiance of a scene point transforms to a pixel value in the LDR image with two implicit functions: a radiance field and a tone mapper. The radiance field encodes the scene radiance (values vary from 0 to$+\infty$), which outputs the density and radiance of a ray by giving corresponding ray origin and ray direction. The tone mapper models the mapping process that a ray hitting on the camera sensor becomes a pixel value. The color of the ray is predicted by feeding the radiance and the corresponding exposure time into the tone mapper. We use the classic volume rendering technique to project the output radiance, colors and densities into HDR and LDR images, while only the input LDR images are used as the supervision. We collect a new forward-facing HDR dataset to evaluate the proposed method. Experimental results on synthetic and real-world scenes validate that our method can not only accurately control the exposures of synthesized views but also render views with a high dynamic range. Xin Huang 0021, Qi Zhang 0029, Hongdong Li, Xuan Wang 0009, Qing Wang 0006 |
CVPR | 1 |