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Jinkai Cui

Publications and source records attributed to Jinkai Cui.

3 recordsLinked to original sources

Distance Field Rasterization for End-to-End Mesh Reconstruction

Rasterization based methods have recently enabled high-quality novel view synthesis at real-time rates, but their underlying volumetric primitives do not expose a direct, globally consistent surface representation, leaving sur face extraction to heuristic post-processing. In contrast, implicit signed dis tance field (SDF) methods provide well-defined surfaces but are typically optimized with computationally expensive ray marching. We propose SD FRaster, a rasterizable SDF representation that bridges this gap by combin ing the efficiency of rasterization with signed distance field for end-to-end mesh reconstruction. Starting from a Delaunay tetrahedralization, we op timize a continuous SDF over a tetrahedral grid and render it efficiently by rasterizing tetrahedra and alpha-compositing their contributions. We further integrate differentiable Marching Tetrahedra into the optimization loop, enablingend-to-endmeshreconstructionwithoutpost-processingmesh extraction. Experiments on DTU and Tanks and Temples demonstrate that SDFRaster achieves higher-quality and more complete surface reconstruc tions with lower storage cost than state-of-the-art approaches. Project page: https://ustc3dv.github.io/SDFRaster/

cs.GR

ProgressiveAvatars: Progressive Animatable 3D Gaussian Avatars

In practical real-time XR and telepresence applications, network and computing resources fluctuate frequently. Therefore, a progressive 3D representation is needed. To this end, we propose ProgressiveAvatars, a progressive avatar representation built on a hierarchy of 3D Gaussians grown by adaptive implicit subdivision on a template mesh. 3D Gaussians are defined in face-local coordinates to remain animatable under varying expressions and head motion across multiple detail levels. The hierarchy expands when screen-space signals indicate a lack of detail, allocating resources to important areas. Leveraging importance ranking, ProgressiveAvatars supports incremental loading and rendering, adding new Gaussians as they arrive while preserving previous content, thus achieving smooth quality improvements across varying bandwidths. ProgressiveAvatars enables progressive delivery and progressive rendering under fluctuating network bandwidth and varying compute and memory resources.

cs.CV

StructuredField: Unifying Structured Geometry and Radiance Field

Recent point-based differentiable rendering techniques have achieved significant success in high-fidelity reconstruction and fast rendering. However, due to the unstructured nature of point-based representations, they are difficult to apply to modern graphics pipelines designed for structured meshes, as well as to a variety of simulation and editing algorithms that work well with structured mesh representations. To this end, we propose StructuredField, a novel representation that achieves both a structured geometric representation of the reconstructed object and high-fidelity rendering reconstruction. We employ structured tetrahedral meshes to represent the reconstructed object. We reparameterize the geometric attributes of these tetrahedra into the parameters of 3D Gaussian primitives, thereby enabling differentiable, high-fidelity rendering directly from the mesh. Furthermore, a hierarchical implicit subdivision strategy is utilized to ensure a conformal mesh structure while empowering the representation to capture multi-scale details. To maintain geometric integrity during optimization, we propose a novel inversion-free homeomorphism that constrains the tetrahedral mesh, guaranteeing it remains both inversion-free and self-intersection-free during the optimization process and in the final result. Based on our proposed StructuredField, we achieve high-quality structured meshes that are completely inversion-free and conformal, while also attaining reconstruction results comparable to those of 3DGS. We also demonstrate the applicability of our representation to various applications such as physical simulation, deformation, and level-of-detail.

cs.GR