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Minye Wu

Publications and source records attributed to Minye Wu.

At least 19 recordsLinked to original sources

EchoPrune: Interpreting Redundancy as Temporal Echoes for Efficient VideoLLMs

Long-form video understanding remains challenging for Video Large Language Models (VideoLLMs), as the dense frame sampling introduces massive visual tokens while sparse sampling risks missing critical temporal evidence and leading to LLM hallucination. Existing training-free token reduction methods either treat videos equally as static images or rely on segment-level merging heuristics, which weaken fine-grained spatiotemporal modeling and introduce additional overhead. In this paper, we propose EchoPrune, a lightweight and training-free token pruning method that improves temporal resolution under a fixed LLM-side visual token budget. Our core idea is to interpret redundant video tokens as temporal echoes: if a token is well reconstructed from the previous frame, it is merely a temporally redundant echo; otherwise, it may capture new events, motion, or query-relevant visual evidence. Based on this insight, EchoPrune scores visual tokens by (i) query-guided crossmodal relevance and (ii) temporal reconstruction error, measured by correspondence matching and echo matching across consecutive frames. The selected tokens preserve task-relevant cues and temporal novelty while suppressing predictable redundancy, allowing VideoLLMs to observe more frames without increasing the decoding budget. Extensive experiments on LLaVA-OV, Qwen2.5VL, and Qwen3VL across six video understanding benchmarks show that EchoPrune enables VideoLLMs to process up to 20x frames under the same token budget, yielding improved performance (+8.6%) and inference speedup (5.6x for prefilling) on Qwen2.5VL-7B.

cs.CV

Spec-Gloss Surfels and Normal-Diffuse Priors for Relightable Glossy Objects

Accurate reconstruction and relighting of glossy objects remains a longstanding challenge, as object shape, material properties, and illumination are inherently difficult to disentangle. Existing neural rendering approaches often rely on simplified BRDF models or parameterizations that couple diffuse and specular components, which restrict faithful material recovery and limit relighting fidelity. We propose a relightable framework that integrates a microfacet BRDF with the specular-glossiness parameterization into 2D Gaussian Splatting with deferred shading. This formulation enables more physically consistent material decomposition, while diffusion-based priors for surface normals and diffuse color guide early-stage optimization and mitigate ambiguity. A coarse-to-fine environment map optimization accelerates convergence, and negative-only environment map clipping preserves high-dynamic-range specular reflections. Extensive experiments on complex, glossy scenes demonstrate that our method achieves high-quality geometry and material reconstruction, delivering substantially more realistic and consistent relighting under novel illumination compared to existing Gaussian splatting methods.

cs.GR

RGS-DR: Deferred Reflections and Residual Shading in 2D Gaussian Splatting

In this work, we address specular appearance in inverse rendering using 2D Gaussian splatting with deferred shading and argue for a refinement stage to improve specular detail, thereby bridging the gap with reconstruction-only methods. Our pipeline estimates editable material properties and environment illumination while employing a directional residual pass that captures leftover view-dependent effects for further refining novel view synthesis. In contrast to per-Gaussian shading with shortest-axis normals and normal residuals, which tends to result in more noisy geometry and specular appearance, a pixel-deferred surfel formulation with specular residuals yields sharper highlights, cleaner materials, and improved editability. We evaluate our approach on rendering and reconstruction quality on three popular datasets featuring glossy objects, and also demonstrate high-quality relighting and material editing.

cs.CV

BG-Triangle: B\'ezier Gaussian Triangle for 3D Vectorization and Rendering

Differentiable rendering enables efficient optimization by allowing gradients to be computed through the rendering process, facilitating 3D reconstruction, inverse rendering and neural scene representation learning. To ensure differentiability, existing solutions approximate or re-formulate traditional rendering operations using smooth, probabilistic proxies such as volumes or Gaussian primitives. Consequently, they struggle to preserve sharp edges due to the lack of explicit boundary definitions. We present a novel hybrid representation, B\'ezier Gaussian Triangle (BG-Triangle), that combines B\'ezier triangle-based vector graphics primitives with Gaussian-based probabilistic models, to maintain accurate shape modeling while conducting resolution-independent differentiable rendering. We present a robust and effective discontinuity-aware rendering technique to reduce uncertainties at object boundaries. We also employ an adaptive densification and pruning scheme for efficient training while reliably handling level-of-detail (LoD) variations. Experiments show that BG-Triangle achieves comparable rendering quality as 3DGS but with superior boundary preservation. More importantly, BG-Triangle uses a much smaller number of primitives than its alternatives, showcasing the benefits of vectorized graphics primitives and the potential to bridge the gap between classic and emerging representations.

cs.GR

Navigating the Nuances: A Fine-grained Evaluation of Vision-Language Navigation

This study presents a novel evaluation framework for the Vision-Language Navigation (VLN) task. It aims to diagnose current models for various instruction categories at a finer-grained level. The framework is structured around the context-free grammar (CFG) of the task. The CFG serves as the basis for the problem decomposition and the core premise of the instruction categories design. We propose a semi-automatic method for CFG construction with the help of Large-Language Models (LLMs). Then, we induct and generate data spanning five principal instruction categories (i.e. direction change, landmark recognition, region recognition, vertical movement, and numerical comprehension). Our analysis of different models reveals notable performance discrepancies and recurrent issues. The stagnation of numerical comprehension, heavy selective biases over directional concepts, and other interesting findings contribute to the development of future language-guided navigation systems.

cs.CV

V^3: Viewing Volumetric Videos on Mobiles via Streamable 2D Dynamic Gaussians

Experiencing high-fidelity volumetric video as seamlessly as 2D videos is a long-held dream. However, current dynamic 3DGS methods, despite their high rendering quality, face challenges in streaming on mobile devices due to computational and bandwidth constraints. In this paper, we introduce V^3 (Viewing Volumetric Videos), a novel approach that enables high-quality mobile rendering through the streaming of dynamic Gaussians. Our key innovation is to view dynamic 3DGS as 2D videos, facilitating the use of hardware video codecs. Additionally, we propose a two-stage training strategy to reduce storage requirements with rapid training speed. The first stage employs hash encoding and shallow MLP to learn motion, then reduces the number of Gaussians through pruning to meet the streaming requirements, while the second stage fine tunes other Gaussian attributes using residual entropy loss and temporal loss to improve temporal continuity. This strategy, which disentangles motion and appearance, maintains high rendering quality with compact storage requirements. Meanwhile, we designed a multi-platform player to decode and render 2D Gaussian videos. Extensive experiments demonstrate the effectiveness of V^3, outperforming other methods by enabling high-quality rendering and streaming on common devices, which is unseen before. As the first to stream dynamic Gaussians on mobile devices, our companion player offers users an unprecedented volumetric video experience, including smooth scrolling and instant sharing. Our project page with source code is available at https://authoritywang.github.io/v3/.

cs.CV

Diversity-Driven View Subset Selection for Indoor Novel View Synthesis

Novel view synthesis of indoor scenes can be achieved by capturing a monocular video sequence of the environment. However, redundant information caused by artificial movements in the input video data reduces the efficiency of scene modeling. To address this, we formulate the problem as a combinatorial optimization task for view subset selection. In this work, we propose a novel subset selection framework that integrates a comprehensive diversity-based measurement with well-designed utility functions. We provide a theoretical analysis of these utility functions and validate their effectiveness through extensive experiments. Furthermore, we introduce IndoorTraj, a novel dataset designed for indoor novel view synthesis, featuring complex and extended trajectories that simulate intricate human behaviors. Experiments on IndoorTraj show that our framework consistently outperforms baseline strategies while using only 5-20% of the data, highlighting its remarkable efficiency and effectiveness. The code is available at: https://github.com/zehao-wang/IndoorTraj

cs.CV

Implicit Gaussian Splatting with Efficient Multi-Level Tri-Plane Representation

Recent advancements in photo-realistic novel view synthesis have been significantly driven by Gaussian Splatting (3DGS). Nevertheless, the explicit nature of 3DGS data entails considerable storage requirements, highlighting a pressing need for more efficient data representations. To address this, we present Implicit Gaussian Splatting (IGS), an innovative hybrid model that integrates explicit point clouds with implicit feature embeddings through a multi-level tri-plane architecture. This architecture features 2D feature grids at various resolutions across different levels, facilitating continuous spatial domain representation and enhancing spatial correlations among Gaussian primitives. Building upon this foundation, we introduce a level-based progressive training scheme, which incorporates explicit spatial regularization. This method capitalizes on spatial correlations to enhance both the rendering quality and the compactness of the IGS representation. Furthermore, we propose a novel compression pipeline tailored for both point clouds and 2D feature grids, considering the entropy variations across different levels. Extensive experimental evaluations demonstrate that our algorithm can deliver high-quality rendering using only a few MBs, effectively balancing storage efficiency and rendering fidelity, and yielding results that are competitive with the state-of-the-art.

cs.CV

Unveiling the Ambiguity in Neural Inverse Rendering: A Parameter Compensation Analysis

Inverse rendering aims to reconstruct the scene properties of objects solely from multiview images. However, it is an ill-posed problem prone to producing ambiguous estimations deviating from physically accurate representations. In this paper, we utilize Neural Microfacet Fields (NMF), a state-of-the-art neural inverse rendering method to illustrate the inherent ambiguity. We propose an evaluation framework to assess the degree of compensation or interaction between the estimated scene properties, aiming to explore the mechanisms behind this ill-posed problem and potential mitigation strategies. Specifically, we introduce artificial perturbations to one scene property and examine how adjusting another property can compensate for these perturbations. To facilitate such experiments, we introduce a disentangled NMF where material properties are independent. The experimental findings underscore the intrinsic ambiguity present in neural inverse rendering and highlight the importance of providing additional guidance through geometry, material, and illumination priors.

cs.CV

NeVRF: Neural Video-based Radiance Fields for Long-duration Sequences

Adopting Neural Radiance Fields (NeRF) to long-duration dynamic sequences has been challenging. Existing methods struggle to balance between quality and storage size and encounter difficulties with complex scene changes such as topological changes and large motions. To tackle these issues, we propose a novel neural video-based radiance fields (NeVRF) representation. NeVRF marries neural radiance field with image-based rendering to support photo-realistic novel view synthesis on long-duration dynamic inward-looking scenes. We introduce a novel multi-view radiance blending approach to predict radiance directly from multi-view videos. By incorporating continual learning techniques, NeVRF can efficiently reconstruct frames from sequential data without revisiting previous frames, enabling long-duration free-viewpoint video. Furthermore, with a tailored compression approach, NeVRF can compactly represent dynamic scenes, making dynamic radiance fields more practical in real-world scenarios. Our extensive experiments demonstrate the effectiveness of NeVRF in enabling long-duration sequence rendering, sequential data reconstruction, and compact data storage.

cs.CV

TeTriRF: Temporal Tri-Plane Radiance Fields for Efficient Free-Viewpoint Video

Neural Radiance Fields (NeRF) revolutionize the realm of visual media by providing photorealistic Free-Viewpoint Video (FVV) experiences, offering viewers unparalleled immersion and interactivity. However, the technology's significant storage requirements and the computational complexity involved in generation and rendering currently limit its broader application. To close this gap, this paper presents Temporal Tri-Plane Radiance Fields (TeTriRF), a novel technology that significantly reduces the storage size for Free-Viewpoint Video (FVV) while maintaining low-cost generation and rendering. TeTriRF introduces a hybrid representation with tri-planes and voxel grids to support scaling up to long-duration sequences and scenes with complex motions or rapid changes. We propose a group training scheme tailored to achieving high training efficiency and yielding temporally consistent, low-entropy scene representations. Leveraging these properties of the representations, we introduce a compression pipeline with off-the-shelf video codecs, achieving an order of magnitude less storage size compared to the state-of-the-art. Our experiments demonstrate that TeTriRF can achieve competitive quality with a higher compression rate.

cs.CV

VideoRF: Rendering Dynamic Radiance Fields as 2D Feature Video Streams

Neural Radiance Fields (NeRFs) excel in photorealistically rendering static scenes. However, rendering dynamic, long-duration radiance fields on ubiquitous devices remains challenging, due to data storage and computational constraints. In this paper, we introduce VideoRF, the first approach to enable real-time streaming and rendering of dynamic radiance fields on mobile platforms. At the core is a serialized 2D feature image stream representing the 4D radiance field all in one. We introduce a tailored training scheme directly applied to this 2D domain to impose the temporal and spatial redundancy of the feature image stream. By leveraging the redundancy, we show that the feature image stream can be efficiently compressed by 2D video codecs, which allows us to exploit video hardware accelerators to achieve real-time decoding. On the other hand, based on the feature image stream, we propose a novel rendering pipeline for VideoRF, which has specialized space mappings to query radiance properties efficiently. Paired with a deferred shading model, VideoRF has the capability of real-time rendering on mobile devices thanks to its efficiency. We have developed a real-time interactive player that enables online streaming and rendering of dynamic scenes, offering a seamless and immersive free-viewpoint experience across a range of devices, from desktops to mobile phones.

cs.CV

Ref-DVGO: Reflection-Aware Direct Voxel Grid Optimization for an Improved Quality-Efficiency Trade-Off in Reflective Scene Reconstruction

Neural Radiance Fields (NeRFs) have revolutionized the field of novel view synthesis, demonstrating remarkable performance. However, the modeling and rendering of reflective objects remain challenging problems. Recent methods have shown significant improvements over the baselines in handling reflective scenes, albeit at the expense of efficiency. In this work, we aim to strike a balance between efficiency and quality. To this end, we investigate an implicit-explicit approach based on conventional volume rendering to enhance the reconstruction quality and accelerate the training and rendering processes. We adopt an efficient density-based grid representation and reparameterize the reflected radiance in our pipeline. Our proposed reflection-aware approach achieves a competitive quality efficiency trade-off compared to competing methods. Based on our experimental results, we propose and discuss hypotheses regarding the factors influencing the results of density-based methods for reconstructing reflective objects. The source code is available at https://github.com/gkouros/ref-dvgo.

cs.CV

Neural Residual Radiance Fields for Streamably Free-Viewpoint Videos

The success of the Neural Radiance Fields (NeRFs) for modeling and free-view rendering static objects has inspired numerous attempts on dynamic scenes. Current techniques that utilize neural rendering for facilitating free-view videos (FVVs) are restricted to either offline rendering or are capable of processing only brief sequences with minimal motion. In this paper, we present a novel technique, Residual Radiance Field or ReRF, as a highly compact neural representation to achieve real-time FVV rendering on long-duration dynamic scenes. ReRF explicitly models the residual information between adjacent timestamps in the spatial-temporal feature space, with a global coordinate-based tiny MLP as the feature decoder. Specifically, ReRF employs a compact motion grid along with a residual feature grid to exploit inter-frame feature similarities. We show such a strategy can handle large motions without sacrificing quality. We further present a sequential training scheme to maintain the smoothness and the sparsity of the motion/residual grids. Based on ReRF, we design a special FVV codec that achieves three orders of magnitudes compression rate and provides a companion ReRF player to support online streaming of long-duration FVVs of dynamic scenes. Extensive experiments demonstrate the effectiveness of ReRF for compactly representing dynamic radiance fields, enabling an unprecedented free-viewpoint viewing experience in speed and quality.

cs.CV

Human Performance Modeling and Rendering via Neural Animated Mesh

We have recently seen tremendous progress in the neural advances for photo-real human modeling and rendering. However, it's still challenging to integrate them into an existing mesh-based pipeline for downstream applications. In this paper, we present a comprehensive neural approach for high-quality reconstruction, compression, and rendering of human performances from dense multi-view videos. Our core intuition is to bridge the traditional animated mesh workflow with a new class of highly efficient neural techniques. We first introduce a neural surface reconstructor for high-quality surface generation in minutes. It marries the implicit volumetric rendering of the truncated signed distance field (TSDF) with multi-resolution hash encoding. We further propose a hybrid neural tracker to generate animated meshes, which combines explicit non-rigid tracking with implicit dynamic deformation in a self-supervised framework. The former provides the coarse warping back into the canonical space, while the latter implicit one further predicts the displacements using the 4D hash encoding as in our reconstructor. Then, we discuss the rendering schemes using the obtained animated meshes, ranging from dynamic texturing to lumigraph rendering under various bandwidth settings. To strike an intricate balance between quality and bandwidth, we propose a hierarchical solution by first rendering 6 virtual views covering the performer and then conducting occlusion-aware neural texture blending. We demonstrate the efficacy of our approach in a variety of mesh-based applications and photo-realistic free-view experiences on various platforms, i.e., inserting virtual human performances into real environments through mobile AR or immersively watching talent shows with VR headsets.

cs.GR

Find a Way Forward: a Language-Guided Semantic Map Navigator

In this paper, we introduce the map-language navigation task where an agent executes natural language instructions and moves to the target position based only on a given 3D semantic map. To tackle the task, we design the instruction-aware Path Proposal and Discrimination model (iPPD). Our approach leverages map information to provide instruction-aware path proposals, i.e., it selects all potential instruction-aligned candidate paths to reduce the solution space. Next, to represent the map observations along a path for a better modality alignment, a novel Path Feature Encoding scheme tailored for semantic maps is proposed. An attention-based Language Driven Discriminator is designed to evaluate path candidates and determine the best path as the final result. Our method can naturally avoid error accumulation compared with single-step greedy decision methods. Comparing to a single-step imitation learning approach, iPPD has performance gains above 17% on navigation success and 0.18 on path matching measurement nDTW in challenging unseen environments.

cs.AI

ICARUS: A Specialized Architecture for Neural Radiance Fields Rendering

The practical deployment of Neural Radiance Fields (NeRF) in rendering applications faces several challenges, with the most critical one being low rendering speed on even high-end graphic processing units (GPUs). In this paper, we present ICARUS, a specialized accelerator architecture tailored for NeRF rendering. Unlike GPUs using general purpose computing and memory architectures for NeRF, ICARUS executes the complete NeRF pipeline using dedicated plenoptic cores (PLCore) consisting of a positional encoding unit (PEU), a multi-layer perceptron (MLP) engine, and a volume rendering unit (VRU). A PLCore takes in positions \& directions and renders the corresponding pixel colors without any intermediate data going off-chip for temporary storage and exchange, which can be time and power consuming. To implement the most expensive component of NeRF, i.e., the MLP, we transform the fully connected operations to approximated reconfigurable multiple constant multiplications (MCMs), where common subexpressions are shared across different multiplications to improve the computation efficiency. We build a prototype ICARUS using Synopsys HAPS-80 S104, a field programmable gate array (FPGA)-based prototyping system for large-scale integrated circuits and systems design. We evaluate the power-performance-area (PPA) of a PLCore using 40nm LP CMOS technology. Working at 400 MHz, a single PLCore occupies 16.5 $mm^2$ and consumes 282.8 mW, translating to 0.105 uJ/sample. The results are compared with those of GPU and tensor processing unit (TPU) implementations.

cs.AR

NeuralHOFusion: Neural Volumetric Rendering under Human-object Interactions

4D modeling of human-object interactions is critical for numerous applications. However, efficient volumetric capture and rendering of complex interaction scenarios, especially from sparse inputs, remain challenging. In this paper, we propose NeuralHOFusion, a neural approach for volumetric human-object capture and rendering using sparse consumer RGBD sensors. It marries traditional non-rigid fusion with recent neural implicit modeling and blending advances, where the captured humans and objects are layerwise disentangled. For geometry modeling, we propose a neural implicit inference scheme with non-rigid key-volume fusion, as well as a template-aid robust object tracking pipeline. Our scheme enables detailed and complete geometry generation under complex interactions and occlusions. Moreover, we introduce a layer-wise human-object texture rendering scheme, which combines volumetric and image-based rendering in both spatial and temporal domains to obtain photo-realistic results. Extensive experiments demonstrate the effectiveness and efficiency of our approach in synthesizing photo-realistic free-view results under complex human-object interactions.

cs.CV