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Jin-Chuan Shi

dblp:292/6053 · DBLP profile ↗
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6ranked-venue papers
1as first author
6since 2021 · last 2026
0009-0003-4899-2205ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 1 first-author · 5 since 2021Artificial intelligence and machine learning · 2 · 1 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 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.

Artificial intelligence
2 papers
3D vision · 70% Vision and language · 30%
Computer graphics and multimedia
4 papers
Rendering · 46% Virtual and augmented reality · 39% Visual content generation and editing · 12%
Human-computer interaction and pervasive computing
2 papers
Immersive interaction · 64% Interaction techniques and input · 36%

Topics — the 17 heaviest of 20, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision
3d scene understanding
1.822026
Language Embedded 3D Gaussians for Open-Vocabulary Scene Querying · IEEE Trans. Pattern Anal. Mach. Intell. 2026
Language Embedded 3D Gaussians for Open-Vocabulary Scene Understanding · CVPR 2024
Computer vision › Vision and language › 3d vision and language
open-vocabulary 3d query
1.012026
Language Embedded 3D Gaussians for Open-Vocabulary Scene Querying · IEEE Trans. Pattern Anal. Mach. Intell. 2026
Rendering › gaussian splatting
3d gaussian splatting
1.012026
Language Embedded 3D Gaussians for Open-Vocabulary Scene Querying · IEEE Trans. Pattern Anal. Mach. Intell. 2026
Rendering
novel view synthesis
1.012026
Language Embedded 3D Gaussians for Open-Vocabulary Scene Querying · IEEE Trans. Pattern Anal. Mach. Intell. 2026
Computer vision › 3D vision › neural rendering
3d gaussian splatting
0.812024
Language Embedded 3D Gaussians for Open-Vocabulary Scene Understanding · CVPR 2024
Computer vision › 3D vision › 3d scene modeling › scene representation
3d scene representation
0.812024
Language Embedded 3D Gaussians for Open-Vocabulary Scene Understanding · CVPR 2024
Computer vision › 3D vision › 3d shape representation
language-embedded 3d representation
0.812024
Language Embedded 3D Gaussians for Open-Vocabulary Scene Understanding · CVPR 2024
Computer vision › 3D vision › 3d scene understanding
open-vocabulary 3d scene understanding
0.812024
Language Embedded 3D Gaussians for Open-Vocabulary Scene Understanding · CVPR 2024
Virtual and augmented reality
scene transition
0.812024
SceneFusion: Room-Scale Environmental Fusion for Efficient Traveling Between Separate Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2024
Virtual and augmented reality › navigation
virtual environment navigation
0.812024
SceneFusion: Room-Scale Environmental Fusion for Efficient Traveling Between Separate Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2024
Visual content generation and editing › avatar generation
head avatar synthesis
0.712023
BakedAvatar: Baking Neural Fields for Real-Time Head Avatar Synthesis · ACM Trans. Graph. 2023
Rendering
neural radiance fields
0.712023
BakedAvatar: Baking Neural Fields for Real-Time Head Avatar Synthesis · ACM Trans. Graph. 2023
Immersive interaction › virtual reality
360° video
0.612022
Bullet Comments for 360°Video · VR 2022
Virtual and augmented reality › virtual reality
collaborative virtual reality
0.212024
SceneFusion: Room-Scale Environmental Fusion for Efficient Traveling Between Separate Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2024
Geometric modeling and processing
isosurface extraction
0.212023
BakedAvatar: Baking Neural Fields for Real-Time Head Avatar Synthesis · ACM Trans. Graph. 2023
Interaction techniques and input › input device
controller-based interaction
0.212022
Bullet Comments for 360°Video · VR 2022
Interaction techniques and input › input modality
eye gaze
0.112021
Scene-Context-Aware Indoor Object Selection and Movement in VR · VR 2021

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

quantization · 2.8language feature embedding · 2.0user study · 1.6short-range locomotion · 0.8feature embedding · 0.8environmental fusion · 0.8neural radiance field · 0.7differential rasterization · 0.7deformation field learning · 0.7
YearPublicationVenuePosition
2026 Language Embedded 3D Gaussians for Open-Vocabulary Scene Querying
abstract
Open-vocabulary querying in 3D space is challenging but essential for scene understanding tasks such as object localization and segmentation. Language embedded scene representations have made progress by incorporating language features into 3D spaces. However, their efficacy heavily depends on neural networks that are resource-intensive in training and rendering. Although recent 3D Gaussians offer efficient and high-quality novel view synthesis, directly embedding language features in them leads to prohibitive memory usage and decreased performance. In this work, we introduce Language Embedded 3D Gaussians, a novel scene representation for open-vocabulary query tasks. Instead of embedding high-dimensional raw semantic features on 3D Gaussians, we propose a dedicated quantization scheme that drastically alleviates the memory requirement, and a novel embedding procedure that achieves smoother yet high accuracy query, countering the multi-view feature inconsistencies and the high-frequency inductive bias in point-based representations. Our comprehensive experiments show that our representation achieves the best visual quality and language querying accuracy across current language embedded representations, while maintaining real-time rendering frame rates on a single desktop GPU.
Miao Wang 0004, Jin-Chuan Shi, Shao-Hua Guan, Hao-Bin Duan
IEEE Trans. Pattern Anal. Mach. Intell.2
2024 Language Embedded 3D Gaussians for Open-Vocabulary Scene Understanding
abstract
Open-vocabulary querying in 3D space is challenging but essential for scene understanding tasks such as ob-ject localization and segmentation. Language-embedded scene representations have made progress by incorporating language features into 3D spaces. However, their effi-cacy heavily depends on neural networks that are resource-intensive in training and rendering. Although recent 3D Gaussians offer efficient and high-quality novel view syn-thesis, directly embedding language features in them leads to prohibitive memory usage and decreased performance. In this work, we introduce Language Embedded 3D Gaus-sians, a novel scene representation for open-vocabulary query tasks. Instead of embedding high-dimensional raw semantic features on 3D Gaussians, we propose a dedicated quantization scheme that drastically alleviates the mem-ory requirement, and a novel embedding procedure that achieves smoother yet high accuracy query, countering the multi-view feature inconsistencies and the high-frequency inductive bias in point-based representations. Our compre-hensive experiments show that our representation achieves the best visual quality and language querying accuracy across current language-embedded representations, while maintaining real-time rendering frame rates on a single desktop GPU. Project page: https://buaavrcg.github.io/LEGaussians/.
Jin-Chuan Shi, Hao-Bin Duan, Shao-Hua Guan
CVPR1
2024 SceneFusion: Room-Scale Environmental Fusion for Efficient Traveling Between Separate Virtual Environments
abstract
Traveling between scenes has become a major requirement for navigation in numerous virtual reality (VR) social platforms and game applications, allowing users to efficiently explore multiple virtual environments (VEs). To facilitate scene transition, prevalent techniques such as instant teleportation and virtual portals have been extensively adopted. However, these techniques exhibit limitations when there is a need for frequent travel between separate VEs, particularly within indoor environments, resulting in low efficiency. In this article, we first analyze the design rationale for a novel navigation method supporting efficient travel between virtual indoor scenes. Based on the analysis, we introduce the SceneFusion technique that fuses separate virtual rooms into an integrated environment. SceneFusion enables users to perceive rich visual information from both rooms simultaneously, achieving high visual continuity and spatial awareness. While existing teleportation techniques passively transport users, SceneFusion allows users to actively access the fused environment using short-range locomotion techniques. User experiments confirmed that SceneFusion outperforms instant teleportation and virtual portal techniques in terms of efficiency, workload, and preference for both single-user exploration and multi-user collaboration tasks in separate VEs. Thus, SceneFusion presents an effective solution for seamless traveling between virtual indoor scenes.
Miao Wang 0004, Yijun Li 0006, Jin-Chuan Shi, Frank Steinicke
IEEE Trans. Vis. Comput. Graph.3
2023 BakedAvatar: Baking Neural Fields for Real-Time Head Avatar Synthesis
abstract
Synthesizing photorealistic 4D human head avatars from videos is essential for VR/AR, telepresence, and video game applications. Although existing Neural Radiance Fields (NeRF)-based methods achieve high-fidelity results, the computational expense limits their use in real-time applications. To overcome this limitation, we introduce BakedAvatar , a novel representation for real-time neural head avatar synthesis, deployable in a standard polygon rasterization pipeline. Our approach extracts deformable multi-layer meshes from learned isosurfaces of the head and computes expression-, pose-, and view-dependent appearances that can be baked into static textures for efficient rasterization. We thus propose a three-stage pipeline for neural head avatar synthesis, which includes learning continuous deformation, manifold, and radiance fields, extracting layered meshes and textures, and fine-tuning texture details with differential rasterization. Experimental results demonstrate that our representation generates synthesis results of comparable quality to other state-of-the-art methods while significantly reducing the inference time required. We further showcase various head avatar synthesis results from monocular videos, including view synthesis, face reenactment, expression editing, and pose editing, all at interactive frame rates on commodity devices. Source codes and demos are available on our project page.
Hao-Bin Duan, Miao Wang 0004, Jin-Chuan Shi, Xu-Chuan Chen, Yan-Pei Cao 0001
ACM Trans. Graph.3
2022 Bullet Comments for 360°Video
abstract
Time-anchored on-screen comments, as known as bullet comments, are a popular feature for online video streaming. Bullet comments reflect audiences’ feelings and opinions at specific video timings, which have been shown to be beneficial to video content understanding and social connection level. In this paper, we for the first time investigate the problem of bullet comment display and insertion for 360° video via head-mounted display and controller. We design four bullet comment display methods and evaluate their effects on 360° video experiences. We further propose two controller-based methods for bullet comment insertion. Combining the display and insertion methods, the user can experience 360° videos with bullet comments, and interactively post new ones by selecting among existing comments. User study results revealed how the factors of display and insertion methods affect 360° video experience. With the experiment findings, we also discuss useful design insights for 360° video bullet comments.
Yijun Li 0006, Jin-Chuan Shi, Miao Wang 0004
VR2
2021 Scene-Context-Aware Indoor Object Selection and Movement in VR
abstract
Virtual reality (VR) applications such as interior design typically require accurate and efficient selection and movement of indoor objects. In this paper, we present an indoor object selection and movement approach by taking into account scene contexts such as object semantics and interrelations. This provides more intelligence and guidance to the interaction, and greatly enhances user experience. We evaluate our proposals by comparing them with traditional approaches in different interaction modes based on controller, head pose, and eye gaze. Extensive user studies on a variety of selection and movement tasks are conducted to validate the advantages of our approach. We demonstrate our findings via a furniture arrangement application.
Miao Wang 0004, Zi-Ming Ye, Jin-Chuan Shi, Yang-Liang Yang
VR3