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Haidong Qin

dblp:359/8598 · DBLP profile ↗
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6ranked-venue papers
2as first author
6since 2021 · last 2026
0000-0002-3301-9539ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 2 first-author · 5 since 2021Computer networks · 1 · 1 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
1 paper
3D vision · 100%
Computer graphics and multimedia
2 papers
Computer animation and physical simulation · 38% Virtual and augmented reality · 38% Geometric modeling and processing · 13%

Topics — the 6 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision › neural rendering
3d gaussian splatting
0.812024
GS-SFS: Joint Gaussian Splatting and Shape-From-Silhouette for Multiple Human Reconstruction in Large-Scale Sports Scenes · IEEE Trans. Multim. 2024
Computer vision › 3D vision
human mesh recovery
0.812024
GS-SFS: Joint Gaussian Splatting and Shape-From-Silhouette for Multiple Human Reconstruction in Large-Scale Sports Scenes · IEEE Trans. Multim. 2024
Computer vision › 3D vision
novel view synthesis
0.812024
GS-SFS: Joint Gaussian Splatting and Shape-From-Silhouette for Multiple Human Reconstruction in Large-Scale Sports Scenes · IEEE Trans. Multim. 2024
Virtual and augmented reality › immersive video
free-viewpoint video
0.712023
Bullet-Time Video Synthesis Based on Virtual Dynamic Target Axis · IEEE Trans. Multim. 2023
Geometric modeling and processing › 3d reconstruction
shape from silhouette
0.212024
GS-SFS: Joint Gaussian Splatting and Shape-From-Silhouette for Multiple Human Reconstruction in Large-Scale Sports Scenes · IEEE Trans. Multim. 2024
Image and video processing
image transform
0.212023
Bullet-Time Video Synthesis Based on Virtual Dynamic Target Axis · IEEE Trans. Multim. 2023

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

signed distance function · 1.5shape-from-silhouette · 1.53d gaussian splatting · 1.5polynomial curve fitting · 0.7image similarity transformation · 0.7
YearPublicationVenuePosition
2026 LD3DGS-SLAM: Long-Distance Monocular SLAM With 3-D Gaussian Splatting and GNSS-Aided Localization for UAVs
abstract
Integrating neural rendering with simultaneous localization and mapping (SLAM) has shown great promise for achieving high-precision localization and photorealistic scene reconstruction. However, the dynamic perspectives of uncrewed aerial vehicles (UAVs), compounded by Global Navigation Satellite System (GNSS) signal interference and the accumulation of localization errors, pose significant challenges to existing monocular simultaneous localization and mapping (SLAM) methods in complex environments. To address these limitations, we propose LD3DGS-SLAM, a novel framework that integrates monocular SLAM, GNSS, and 3D Gaussian splatting (3DGS) [1] to enhance UAV-based localization and mapping. The system integrates traditional geometric feature-based localization with the multiview synthesis capability of 3D Gaussian rendering, achieving a breakthrough in accuracy while enhancing robustness. First, we construct a multisensor fusion graph optimization model that tightly integrates GNSS and monocular vision data, effectively mitigating the cumulative drift typical of traditional SLAM pipelines. Afterward, we introduce a 3D Gaussian-based mapping strategy that incrementally refines a dense scene representation using SLAM-generated point clouds, fusing geometric and texture information to reconstruct highly accurate and detailed maps. To further enhance localization performance in GNSS-denied scenarios, we develop a dynamic frame interpolation and tracking approach based on 3D Gaussian rendering. By synthesizing novel viewpoints, this method improves observation matching and strengthens loop closure detection, enabling robust relocalization in large-scale environments. To validate the effectiveness of the proposed framework, we implement a UAV test system and evaluate its performance on both the publicly available TUM [2] dataset and a self-collected aerial dataset spanning several kilometers. Experimental results show that LD3DGS-SLAM achieves a state-of-the-art average localization error of only 0.8 meters using just a monocular camera, even during long-range flight missions exceeding tens of kilometers and altitudes up to 500 meters. Overall, LD3DGS-SLAM effectively addresses the limitations of monocular SLAM in aerial scenarios, providing a robust, accurate, and cost-effective localization solution for urban air mobility and aerial Internet of Things (IoT) applications.
Dongdong Li 0008, Tao Yang 0006, Haidong Qin, Shixiong Fan, Shuanghan Zhang, Jing Li 0010
IEEE Internet Things J.4
2025 RT3DHVC: A Real-Time Human Holographic Video Conferencing System With a Consumer RGB-D Camera Array
abstract
In this paper, we present an end-to-end holographic video conferencing system that enables real-time high-quality free-viewpoint rendering of participants in different spatial regions, placing them in a unified virtual space for a more immersive display. Our system offers a cost-effective, complete holographic conferencing process, including multiview 3D data capture, RGB-D stream compression and transmission, high-quality rendering, and immersive display. It employs a sparse set of commodity RGB-D cameras that capture 3D geometric and textural information. We then remotely transmit color and depth maps via standard video encoding and transmission protocols. We propose a GPU-parallelized rendering pipeline based on an image-based virtual view synthesis algorithm to achieve real-time and high-quality scene rendering. This algorithm uses an on-the-fly Truncated Signed Distance Function (TSDF) approach, which marches along virtual rays within a computed precise search interval to determine surface intersections. We then design a multiweight projective texture mapping method to fuse color information from multiple views. Furthermore, we introduce a method that uses a depth confidence map to weight the rendering results from different views, which mitigates the impact of sensor noise and inaccurate measurements on the rendering results. Finally, our system places conference participants from different spaces into a virtual conference environment with a global coordinate system through coordinate transformation, which simulates a real conference scene in physical space, providing an immersive remote conferencing experience. Experimental evaluations confirm our system’s real-time, low-latency, high-quality, and immersive capabilities.
Jing Li 0010, Yanran Dai, Haidong Qin, Xiaoshi Zhou, Kefan Yan, Tao Yang 0006
IEEE Trans. Circuits Syst. Video Technol.4
2025 ECC-NeRF: Anti-Aliasing Neural Radiance Fields With Elliptic Cone-Casting for Diverse Camera Models
abstract
Anti-aliasing is a crucial research topic in computer graphics, which can significantly enhance the rendering quality of neural radiance fields (NeRF). Recent studies have introduced effective anti-aliasing NeRF methods, utilizing cone-casting to replace ray-casting and modeling the 3D observation area of pixels as circular cones. The cone-casting strategy has successfully reduced blurring and aliasing in novel view rendering. However, we have observed that the light cones are not standard circular cones because the camera projection model distorts them into elliptic cones of diverse sizes and shapes. This finding motivates us to model pixel light cones as anisotropic elliptic cones and propose an elliptic cone-casting-based anti-aliasing NeRF method called “ECC-NeRF". Specifically, we first derive the elliptic cone models for common pinhole, fisheye, and panoramic cameras based on their camera projection models. Then, we integrate the proposed elliptic cone-casting into two representative cone-casting-based anti-aliasing NeRF methods: Mip-NeRF and Zip-NeRF. Our experimental evaluations on multiple datasets demonstrate that our method can achieve more accurate multi-scale anisotropic representation and better novel view rendering quality with negligible additional computation cost.
Haidong Qin, Tao Yang 0006, Xiaoshi Zhou, Dongdong Li 0008, Yanran Dai, Jing Li 0010
IEEE Trans. Circuits Syst. Video Technol.1
2024 Real-time distance field acceleration based free-viewpoint video synthesis for large sports fields
abstract
Free-viewpoint video allows the user to view objects from any virtual perspective, creating an immersive visual experience. This technology enhances the interactivity and freedom of multimedia performances. However, many free-viewpoint video synthesis methods hardly satisfy the requirement to work in real time with high precision, particularly for sports fields having large areas and numerous moving objects. To address these issues, we propose a free-viewpoint video synthesis method based on distance field acceleration. The central idea is to fuse multi-view distance field information and use it to adjust the search step size adaptively. Adaptive step size search is used in two ways: for fast estimation of multi-object three-dimensional surfaces, and synthetic view rendering based on global occlusion judgement. We have implemented our ideas using parallel computing for interactive display, using CUDA and OpenGL frameworks, and have used real-world and simulated experimental datasets for evaluation. The results show that the proposed method can render free-viewpoint videos with multiple objects on large sports fields at 25 fps. Furthermore, the visual quality of our synthetic novel viewpoint images exceeds that of state-of-the-art neural-rendering-based methods.
Yanran Dai, Jing Li 0010, Haidong Qin, Bang Liang, Shikuan Hong, Haozhe Pan, Tao Yang 0006
Comput. Vis. Media4
2024 GS-SFS: Joint Gaussian Splatting and Shape-From-Silhouette for Multiple Human Reconstruction in Large-Scale Sports Scenes
abstract
We introduce GS-SFS, a method that utilizes a camera array with wide baselines for high-quality multiple human mesh reconstruction in large-scale sports scenes. Traditional human reconstruction methods in sports scenes, such as Shape-from-Silhouette (SFS), struggle with sparse camera setups and small human targets, making it challenging to obtain complete and accurate human representations. Despite advances in differentiable rendering, including 3D Gaussian Splatting (3DGS), which can produce photorealistic novel-view renderings with dense inputs, accurate depiction of surfaces and generation of detailed meshes is still challenging. Our approach uniquely combines 3DGS's view synthesis with an optimized SFS method, thereby significantly enhancing the quality of multiperson mesh reconstruction in large-scale sports scenes. Specifically, we introduce body shape priors, including the human surface point clouds extracted through SFS and human silhouettes, to constrain 3DGS to a more accurate representation of the human body only. Then, we develop an improved mesh reconstruction method based on SFS, mainly by adding additional viewpoints through 3DGS and obtaining a more accurate surface to achieve higher-quality reconstruction models. We implement a high-density scene resampling strategy based on spherical sampling of human bounding boxes and render new perspectives using 3D Gaussian Splatting to create precise and dense multi-view human silhouettes. During mesh reconstruction, we integrate the human body's 2D Signed Distance Function (SDF) into the computation of the SFS's implicit surface field, resulting in smoother and more accurate surfaces. Moreover, we enhance mesh texture mapping by blending original and rendered images with different weights, preserving high-quality textures while compensating for missing details. The experimental results from real basketball game scenarios demonstrate the significant improvements of our approach for multiple human body model reconstruction in complex sports settings.
Jing Li 0010, Haidong Qin, Yanran Dai, Jing Liu 0006, Canbin Zhang, Tao Yang 0006
IEEE Trans. Multim.3
2023 Bullet-Time Video Synthesis Based on Virtual Dynamic Target Axis
abstract
Bullet-time videos have been widely used in movies, TV advertisements, and computer games, and can produce an immersive and smooth orbital free-viewpoint of frozen action. However, existing bullet-time video synthesis methods remain challenging in practical applications, especially in complex situations with poor camera calibration and a variety of camera array structures. This paper proposes a novel bullet-time video synthesis method based on a virtual dynamic target axis. We adopt an image similarity transformation strategy to eliminate image distortion in the bullet-time video. We use a high-order polynomial curve fitting strategy to reserve more bullet-time video frame content. The proposed dynamic target axis strategy can support various camera array structures, including camera arrays with and without a common field of view. In addition, this strategy can also tolerate poor camera calibration situations with unevenly distributed reprojection errors to some extent and synthesize smooth bullet-time videos without high-precision camera calibration. Qualitative and quantitative experiments in real environments and on simulation platforms demonstrate the high performance of our bullet-time video synthesis method. Compared with the state-of-the-art methods, the proposed method shows superiority.
Haidong Qin, Jing Li 0010, Yanran Dai, Shikuan Hong, Tao Yang 0006
IEEE Trans. Multim.1