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Siyue Wei

dblp:395/2206 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2026
0009-0001-9960-2719ORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 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.

Computer graphics and multimedia
1 paper
Virtual and augmented reality · 56% Visual content generation and editing · 44%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visual content generation and editing
3d content creation
1.012026
LIVE-GS: LLM Powers Interactive VR Experience with Physics-Aware Gaussian Splatting · IEEE Trans. Vis. Comput. Graph. 2026
Virtual and augmented reality
immersive interaction
1.012026
LIVE-GS: LLM Powers Interactive VR Experience with Physics-Aware Gaussian Splatting · IEEE Trans. Vis. Comput. Graph. 2026
Virtual and augmented reality › virtual reality
VR experience
0.312026
LIVE-GS: LLM Powers Interactive VR Experience with Physics-Aware Gaussian Splatting · IEEE Trans. Vis. Comput. Graph. 2026

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

physical parameter prediction · 1.0large language model · 1.03d gaussian splatting · 1.0
YearPublicationVenuePosition
2026 LIVE-GS: LLM Powers Interactive VR Experience with Physics-Aware Gaussian Splatting
abstract
As 3D Gaussian Splatting (3DGS) emerges as a leading approach for novel view synthesis and scene reconstruction, its potential in digital asset creation has gained significant attention. An increasing number of asset libraries based on GS are being established. However, generating physics-based dynamic assets remains a time-consuming and expertise-intensive task, especially for non-experts. In this paper, we propose LIVE-GS, a highly realistic Virtual Reality (VR) system powered by Large Language Models (LLMs), which enables rapid creation of dynamic Gaussian assets and real-time VR interactions. To inform our system design, we conducted interviews to examine challenges faced by current GS-based VR systems and the specific demands of users. Based on these insights, we employed GPT-4o to analyze key physical properties of objects that significantly impact user interactions, ensuring physics-based interactions in VR align with real-world phenomena. A key innovation of LIVE-GS is its ability to predict reasonable parameters in just 10 seconds from static Gaussian assets while maintaining high-quality VR interactions. To validate our approach, we invited participants experienced in physical simulation to manually adjust physical parameters, providing a baseline for comparison in both asset quality and authoring efficiency. We also conducted a comprehensive user study to evaluate system usability and user satisfaction. Experimental results demonstrate that LIVE-GS, leveraging LLMs' scene understanding capabilities, can achieve efficient physical scene creation and natural interactions without requiring manual design or annotation.
Haotian Mao, Hangyu Zhou, Zhuoxiong Xu, Siyue Wei, Yule Quan, Yan Zhang 0101, Zixuan Guo 0003, Nianchen Deng, Xubo Yang
IEEE Trans. Vis. Comput. Graph.4