Demo Data from SIGIR 2026 / reviewers in the wild / expert
Zhemeng Dong
dblp:438/7585
· DBLP profile ↗
1ranked-venue papers
1as first author
1since 2021 · last 2025
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 1 · 1 first-author · 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 |
Rendering · 61% Geometric modeling and processing · 30% Audio and music processing · 9% |
Topics — the 4 heaviest of 4, 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 | Reframing Gaussian Splatting Densification with Complexity-Density Consistency of Primitives · NeurIPS 2025 |
Rendering
neural rendering |
0.9 | 1 | 2025 | Reframing Gaussian Splatting Densification with Complexity-Density Consistency of Primitives · NeurIPS 2025 |
Geometric modeling and processing › shape representation
point-based representation |
0.9 | 1 | 2025 | Reframing Gaussian Splatting Densification with Complexity-Density Consistency of Primitives · NeurIPS 2025 |
Audio and music processing › time-frequency analysis
wavelet analysis |
0.3 | 1 | 2025 | Reframing Gaussian Splatting Densification with Complexity-Density Consistency of Primitives · NeurIPS 2025 |
Methods — techniques the papers use, named apart from their topics
wavelet decomposition · 0.9complexity-density consistency · 0.9
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Reframing Gaussian Splatting Densification with Complexity-Density Consistency of PrimitivesabstractThe essence of 3D Gaussian Splatting (3DGS) training is to smartly allocate Gaussian primitives, expressing complex regions with more primitives and vice versa.
Prior researches typically mark out under-reconstructed regions in a rendering-loss-driven manner.
However, such a loss-driven strategy is often dominated by low-frequency regions, which leads to insufficient modeling of high-frequency details in texture-rich regions. As a result, it yields a suboptimal spatial allocation of Gaussian primitives.
This inspires us to excavate the loss-agnostic visual prior in training views to identify complex regions that need more primitives to model.
Based on this insight, we propose Complexity-Density Consistent Gaussian Splatting (CDC-GS), which allocates primitives based on the consistency between visual complexity of training views and the density of primitives.
Specifically, primitives involved in rendering high visual complexity areas are categorized as modeling high complexity regions, where we leverage the high frequency wavelet components of training views to measure the visual complexity.
And the density of a primitive is computed with the inverse of geometric mean of its distance to the neighboring primitives.
Guided by the positive correlation between primitive complexity and density, we determine primitives to be densified as well as pruned.
Extensive experiments demonstrate that our CDC-GS surpasses the baseline methods in rendering quality by a large margin using the same amount of Gaussians.
And we provide insightful analysis to reveal that our method serves perpendicularly to rendering loss in guiding Gaussian primitive allocation. Zhemeng Dong, Junjun Jiang, Youyu Chen, Kui Jiang, Xianming Liu 0005 |
NeurIPS | 1 |