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Zhemeng Dong

dblp:438/7585 · DBLP profile ↗
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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

TopicWeightPapersLastEvidence papers
Rendering › gaussian splatting
3d gaussian splatting
0.912025
Reframing Gaussian Splatting Densification with Complexity-Density Consistency of Primitives · NeurIPS 2025
Rendering
neural rendering
0.912025
Reframing Gaussian Splatting Densification with Complexity-Density Consistency of Primitives · NeurIPS 2025
Geometric modeling and processing › shape representation
point-based representation
0.912025
Reframing Gaussian Splatting Densification with Complexity-Density Consistency of Primitives · NeurIPS 2025
Audio and music processing › time-frequency analysis
wavelet analysis
0.312025
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
YearPublicationVenuePosition
2025 Reframing Gaussian Splatting Densification with Complexity-Density Consistency of Primitives
abstract
The 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
NeurIPS1