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Zhiru Wang

Publications and source records attributed to Zhiru Wang.

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Aggregation of Evolutionary Game Dynamics on Large-Scale Weighted Networks

Networked evolutionary games, which integrate network topology and game dynamics, serve as a powerful framework for complex systems. Evolutionary games on large-scale networks, however, have been analytically challenging due to the curse of dimensionality arising from large network size. This paper proposes an aggregation method based on backward equivalence, such that agents within the same equivalence class behave exactly the same over time. We give a necessary and sufficient condition under which the weighted networked evolutionary games (WNEG) are reduced to an equivalent system with low dimension. The aggregation is shown to reduce the computational burden ranging from strategy consensus, strategy optimization, controllability, to optimal control of the WNEG. Examples are provided. Our work opens an avenue to solve the curse of dimensionality on networked evolutionary game systems with mathematical rigor.

eess.SY

DualSplat: Robust 3D Gaussian Splatting via Pseudo-Mask Bootstrapping from Reconstruction Failures

While 3D Gaussian Splatting (3DGS) achieves real-time photorealistic rendering, its performance degrades significantly when training images contain transient objects that violate multi-view consistency. Existing methods face a circular dependency: accurate transient detection requires a well-reconstructed static scene, while clean reconstruction itself depends on reliable transient masks. We address this challenge with DualSplat, a Failure-to-Prior framework that converts first-pass reconstruction failures into explicit priors for a second reconstruction stage. We observe that transients, which appear in only a subset of views, often manifest as incomplete fragments during conservative initial training. We exploit these failures to construct object-level pseudo-masks by combining photometric residuals, feature mismatches, and SAM2 instance boundaries. These pseudo-masks then guide a clean second-pass 3DGS optimization, while a lightweight MLP refines them online by gradually shifting from prior supervision to self-consistency. Experiments on RobustNeRF and NeRF On-the-go show that DualSplat outperforms existing baselines, demonstrating particularly clear advantages in transient-heavy scenes and transient regions.

cs.CV

SuperGS: Consistent and Detailed 3D Super-Resolution Scene Reconstruction via Gaussian Splatting

Recently, 3D Gaussian Splatting (3DGS) has excelled in novel view synthesis (NVS) with its real-time rendering capabilities and superior quality. However, it encounters challenges for high-resolution novel view synthesis (HRNVS) due to the coarse nature of primitives derived from low-resolution input views. To address this issue, we propose SuperGS, an expansion of Scaffold-GS designed with a two-stage coarse-to-fine training framework. In the low-resolution stage, we introduce a latent feature field to represent the low-resolution scene, which serves as both the initialization and foundational information for super-resolution optimization. In the high-resolution stage, we propose a multi-view consistent densification strategy that backprojects high-resolution depth maps based on error maps and employs a multi-view voting mechanism, mitigating ambiguities caused by multi-view inconsistencies in the pseudo labels provided by 2D prior models while avoiding Gaussian redundancy. Furthermore, we model uncertainty through variational feature learning and use it to guide further scene representation refinement and adjust the supervisory effect of pseudo-labels, ensuring consistent and detailed scene reconstruction. Extensive experiments demonstrate that SuperGS outperforms state-of-the-art HRNVS methods on both forward-facing and 360-degree datasets.

cs.CV

SuperGS: Super-Resolution 3D Gaussian Splatting Enhanced by Variational Residual Features and Uncertainty-Augmented Learning

Recently, 3D Gaussian Splatting (3DGS) has exceled in novel view synthesis (NVS) with its real-time rendering capabilities and superior quality. However, it faces challenges for high-resolution novel view synthesis (HRNVS) due to the coarse nature of primitives derived from low-resolution input views. To address this issue, we propose Super-Resolution 3DGS (SuperGS), which is an expansion of 3DGS designed with a two-stage coarse-to-fine training framework. In this framework, we use a latent feature field to represent the low-resolution scene, serving as both the initialization and foundational information for super-resolution optimization. Additionally, we introduce variational residual features to enhance high-resolution details, using their variance as uncertainty estimates to guide the densification process and loss computation. Furthermore, the introduction of a multi-view joint learning approach helps mitigate ambiguities caused by multi-view inconsistencies in the pseudo labels. Extensive experiments demonstrate that SuperGS surpasses state-of-the-art HRNVS methods on both real-world and synthetic datasets using only low-resolution inputs. Code is available at https://github.com/SYXieee/SuperGS.

cs.CV

SpecGaussian with Latent Features: A High-quality Modeling of the View-dependent Appearance for 3D Gaussian Splatting

Recently, the 3D Gaussian Splatting (3D-GS) method has achieved great success in novel view synthesis, providing real-time rendering while ensuring high-quality rendering results. However, this method faces challenges in modeling specular reflections and handling anisotropic appearance components, especially in dealing with view-dependent color under complex lighting conditions. Additionally, 3D-GS uses spherical harmonic to learn the color representation, which has limited ability to represent complex scenes. To overcome these challenges, we introduce Lantent-SpecGS, an approach that utilizes a universal latent neural descriptor within each 3D Gaussian. This enables a more effective representation of 3D feature fields, including appearance and geometry. Moreover, two parallel CNNs are designed to decoder the splatting feature maps into diffuse color and specular color separately. A mask that depends on the viewpoint is learned to merge these two colors, resulting in the final rendered image. Experimental results demonstrate that our method obtains competitive performance in novel view synthesis and extends the ability of 3D-GS to handle intricate scenarios with specular reflections.

cs.CV