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Fangxin Wang

Fangxin Wang contributes to research discovery and scholarly infrastructure.

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Published work

5 published item(s)

preprint2026arXiv

3DReflecNet: A Large-Scale Dataset for 3D Reconstruction of Reflective, Transparent, and Low-Texture Objects

Accurate 3D reconstruction of objects with reflective, transparent, or low-texture surfaces still remains notoriously challenging. Such materials often violate key assumptions in multi-view reconstruction pipelines, such as photometric consistency and the availability on distinct geometric texture cues. Existing datasets primarily focus on diffuse, textured objects, and therefore provide limited insight into performance under real-world material complexities. We introduce 3DReflecNet, a large-scale hybrid dataset exceeding 22 TB that is specifically designed to benchmark and advance 3D vision methods for these challenging materials. 3DReflecNet combines two types of data: over 120,000 synthetic instances generated via physically-based rendering of more than 12,000 shapes, and over 1,000 real-world objects captured using consumer devices. Together, these data consist of more than 7 million multi-view frames. The dataset spans diverse materials, complex lighting conditions, and a wide range of geometric forms, including shapes generated from both real and LLM-synthesized 2D images using diffusion-based pipelines. To support robust evaluation, we design benchmarks for five core tasks: image matching, structure-from-motion, novel view synthesis, reflection removal, and relighting. Extensive experiments demonstrate that state-of-the-art methods struggle to maintain accuracy across these settings, highlighting the need for more resilient 3D vision models.

preprint2026arXiv

CAGS: Color-Adaptive Volumetric Video Streaming with Dynamic 3D Gaussian Splatting

Volumetric video (VV) streaming enables real-time, immersive access to remote 3D environments, powering telepresence, ecological monitoring, and robotic teleoperation. These applications turn VV streaming into a real-time interface to remote physical environments, imposing new system-level demands for photorealistic scene representation, low-latency interaction, and robust performance under heterogeneous networks. 3D Gaussian Splatting (3DGS) has been widely used for real-time photorealistic rendering, offering superior visual quality and rendering performance, but it faces challenges due to bandwidth consumption. Furthermore, as the foundation of adaptive VV streaming, existing Levels of Detail (LoD) methods based on density are not well-suited to Gaussian representations, leading to visible gaps and severe quality degradation. Recent studies have also explored attribute compression techniques to reduce bandwidth consumption. Our preliminary studies reveal that aggressive attribute compression primarily causes color distortion, which can be effectively corrected in the rendered image using a reference image. Motivated by these findings, we propose a novel Color-Adaptive scheme for adaptive VV streaming that uses vector quantization (VQ) to establish LoDs and correct color distortions with low-resolution reference images. We further present CAGS, an adaptive VV streaming system compatible with diverse Gaussian representations, which integrates the Color-Adaptive scheme by rendering reference images on the streaming server and performing color restoration on the client. Extensive experiments on our prototype system demonstrate that CAGS outperforms the existing adaptive streaming systems in PSNR by 5$\sim$20 dB under fluctuating bandwidth, operates significantly faster than existing scalable Gaussian compression methods, and generalizes across different Gaussian representations.

preprint2026arXiv

GRAPHLCP: Structure-Aware Localized Conformal Prediction on Graphs

Conformal prediction (CP) provides a distribution-free approach to uncertainty quantification with finite-sample guarantees. However, applying CP to graph neural networks (GNNs) remains challenging as the combinatorial nature of graphs often leads to insufficiently certain predictions and indiscriminative embeddings. Existing methods primarily rely on embedding-space proximity for localization, which can be unreliable for graphs and yield inefficient prediction sets. We propose GRAPHLCP, a proximity-based localized CP framework that explicitly incorporates graph topology and inter-node dependencies into localization and weighting. Our approach introduces a feature-aware densification step to mitigate locality bias in sparse graphs, followed by a Personalized PageRank-based kernel computation to model structural proximity. This enables topology-dependent anchor sampling and calibration weighting that captures both local and long-range dependencies. Extensive experiments on several regression and classification datasets demonstrate that GRAPHLCP guarantees marginal coverage with finite samples while efficiently attaining favorable test conditional coverage across various conditioning scenarios.

preprint2024arXiv

LMaaS: Exploring Pricing Strategy of Large Model as a Service for Communication

The next generation of communication is envisioned to be intelligent communication, that can replace traditional symbolic communication, where highly condensed semantic information considering both source and channel will be extracted and transmitted with high efficiency. The recent popular large models such as GPT4 and the boosting learning techniques lay a solid foundation for the intelligent communication, and prompt the practical deployment of it in the near future. Given the characteristics of "training once and widely use" of those multimodal large language models, we argue that a pay-as-you-go service mode will be suitable in this context, referred to as Large Model as a Service (LMaaS). However, the trading and pricing problem is quite complex with heterogeneous and dynamic customer environments, making the pricing optimization problem challenging in seeking on-hand solutions. In this paper, we aim to fill this gap and formulate the LMaaS market trading as a Stackelberg game with two steps. In the first step, we optimize the seller's pricing decision and propose an Iterative Model Pricing (IMP) algorithm that optimizes the prices of large models iteratively by reasoning customers' future rental decisions, which is able to achieve a near-optimal pricing solution. In the second step, we optimize customers' selection decisions by designing a robust selecting and renting (RSR) algorithm, which is guaranteed to be optimal with rigorous theoretical proof. Extensive experiments confirm the effectiveness and robustness of our algorithms.

preprint2022arXiv

Where Are You Looking?: A Large-Scale Dataset of Head and Gaze Behavior for 360-Degree Videos and a Pilot Study

360° videos in recent years have experienced booming development. Compared to traditional videos, 360° videos are featured with uncertain user behaviors, bringing opportunities as well as challenges. Datasets are necessary for researchers and developers to explore new ideas and conduct reproducible analyses for fair comparisons among different solutions. However, existing related datasets mostly focused on users' field of view (FoV), ignoring the more important eye gaze information, not to mention the integrated extraction and analysis of both FoV and eye gaze. Besides, users' behavior patterns are highly related to videos, yet most existing datasets only contained videos with subjective and qualitative classification from video genres, which lack quantitative analysis and fail to characterize the intrinsic properties of a video scene. To this end, we first propose a quantitative taxonomy for 360° videos that contains three objective technical metrics. Based on this taxonomy, we collect a dataset containing users' head and gaze behaviors simultaneously, which outperforms existing datasets with rich dimensions, large scale, strong diversity, and high frequency. Then we conduct a pilot study on user's behaviors and get some interesting findings such as user's head direction will follow his/her gaze direction with the most possible time interval. A case of application in tile-based 360° video streaming based on our dataset is later conducted, demonstrating a great performance improvement of existing works by leveraging our provided gaze information. Our dataset is available at https://cuhksz-inml.github.io/head_gaze_dataset/