Demo Data from SIGIR 2026 / reviewers in the wild / expert
Weijie Wang 0014
dblp:18/689-14
· DBLP profile ↗
3ranked-venue papers
1as first author
3since 2021 · last 2026
0009-0006-9088-1471ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 2 · 1 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 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
2 papers |
Rendering · 79% Image and video coding · 21% | |
| Artificial intelligence
2 papers |
3D vision · 100% |
Topics — the 8 heaviest of 9, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering › gaussian splatting
3d gaussian splatting |
0.9 | 1 | 2025 | ZPressor: Bottleneck-Aware Compression for Scalable Feed-Forward 3DGS · NeurIPS 2025 |
Image and video coding › image compression
multi-view image compression |
0.9 | 1 | 2025 | ZPressor: Bottleneck-Aware Compression for Scalable Feed-Forward 3DGS · NeurIPS 2025 |
Rendering
novel view synthesis |
0.9 | 1 | 2025 | ZPressor: Bottleneck-Aware Compression for Scalable Feed-Forward 3DGS · NeurIPS 2025 |
Computer vision › 3D vision
3d scene reconstruction |
0.8 | 1 | 2024 | Street Gaussians: Modeling Dynamic Urban Scenes with Gaussian Splatting · ECCV (73) 2024 |
Computer vision › 3D vision › 3d scene understanding
urban scene modeling |
0.8 | 1 | 2024 | Street Gaussians: Modeling Dynamic Urban Scenes with Gaussian Splatting · ECCV (73) 2024 |
Rendering › temporal rendering
dynamic scene rendering |
0.8 | 1 | 2024 | Street Gaussians: Modeling Dynamic Urban Scenes with Gaussian Splatting · ECCV (73) 2024 |
Rendering
gaussian splatting |
0.8 | 1 | 2024 | Street Gaussians: Modeling Dynamic Urban Scenes with Gaussian Splatting · ECCV (73) 2024 |
Computer vision › 3D vision
3d scene understanding |
0.3 | 1 | 2025 | ZPressor: Bottleneck-Aware Compression for Scalable Feed-Forward 3DGS · NeurIPS 2025 |
Methods — techniques the papers use, named apart from their topics
latent compression · 1.7information bottleneck · 1.7cross-attention · 1.7gaussian splatting · 1.5
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Revisiting Depth Representations for Feed-Forward 3D Gaussian SplattingabstractDepth maps are widely used in feed-forward 3D Gaussian Splatting (3DGS) pipelines by unprojecting them into 3D point clouds for novel view synthesis. This approach offers advantages such as efficient training, the use of known camera poses, and accurate geometry estimation. However, depth discontinuities, which are particularly problematic at the boundaries of the reconstructed geometry, often lead to fragmented or sparse point clouds, degrading rendering quality-a well-known limitation of depth-based representations. To tackle this issue, we introduce PM-Loss, a novel regularization loss based on a pointmap predicted by a pre-trained transformer. Although the pointmap itself may be less accurate than the depth map, it provides a powerful prior for geometric coherence and structural completeness, especially at the very edges where depth prediction falters. With the improved depth map, our method significantly improves the feed-forward 3DGS across various architectures and scenes, delivering consistently better rendering results. Project page: https://aimuofa.github.io/PMLoss Duochao Shi, Weijie Wang 0014, Donny Y. Chen, Zeyu Zhang 0006, Jiawang Bian, Bohan Zhuang |
3DV | 2 |
| 2025 | ZPressor: Bottleneck-Aware Compression for Scalable Feed-Forward 3DGSabstractFeed-forward 3D Gaussian Splatting (3DGS) models have recently emerged as a promising solution for novel view synthesis, enabling one-pass inference without the need for per-scene 3DGS optimization. However, their scalability is fundamentally constrained by the limited capacity of their encoders, leading to degraded performance or excessive memory consumption as the number of input views increases. In this work, we analyze feed-forward 3DGS frameworks through the lens of the Information Bottleneck principle and introduce ZPressor, a lightweight architecture-agnostic module that enables efficient compression of multi-view inputs into a compact latent state $Z$ that retains essential scene information while discarding redundancy. Concretely, ZPressor enables existing feed-forward 3DGS models to scale to over 100 input views at 480P resolution on an 80GB GPU, by partitioning the views into anchor and support sets and using cross attention to compress the information from the support views into anchor views, forming the compressed latent state $Z$. We show that integrating ZPressor into several state-of-the-art feed-forward 3DGS models consistently improves performance under moderate input views and enhances robustness under dense view settings on two large-scale benchmarks DL3DV-10K and RealEstate10K. Weijie Wang 0014, Donny Y. Chen, Zeyu Zhang 0006, Duochao Shi, Akide Liu, Bohan Zhuang |
NeurIPS | 1 |
| 2024 | Street Gaussians: Modeling Dynamic Urban Scenes with Gaussian Splatting
Yunzhi Yan, Haotong Lin, Chenxu Zhou, Weijie Wang 0014, Kun Zhan, Xianpeng Lang, Xiaowei Zhou 0001, Sida Peng |
ECCV (73) | 4 |