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Guoping Wang

Guoping Wang contributes to research discovery and scholarly infrastructure.

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Published work

9 published item(s)

preprint2026arXiv

BlitzGS: City-Scale Gaussian Splatting at Lightning Speed

We present BlitzGS, a distributed 3DGS framework that reduces active Gaussian workload for fast city-scale reconstruction. BlitzGS manages this workload at three coupled levels. At the system level, the framework shards Gaussians across GPUs by index parity rather than spatial blocks. This approach mitigates the cross-block visibility redundancy inherent in spatial partitioning. Furthermore, it distributes each rendering step through a single cross-GPU exchange that routes projected Gaussians to their tile owners. At the model level, scheduled importance-scoring passes shrink the global Gaussian population. During these passes, the framework generates a per-Gaussian visibility weight to bias density-control updates toward contributing primitives and a per-view importance mask for the view-level renderer. At the view level, BlitzGS trims each camera's active set with a distance-based LOD gate to exclude excessively fine primitives for the current frustum and the importance-based culling mask to skip Gaussians with negligible cross-view contribution. On large-scale benchmarks, BlitzGS matches the rendering quality of recent large-scale baselines while delivering an order-of-magnitude speedup, training city-scale scenes in tens of minutes. Our code is available at https: //github.com/AkierRaee/BlitzGS.

preprint2026arXiv

DecomPose: Disentangling Cross-Category Optimization Contention for Category-Level 6D Object Pose Estimation

Category-level 6D object pose estimation is typically formulated as a multi-category joint learning problem with fully shared model parameters. However, pronounced geometric heterogeneity across categories entangles incompatible optimization signals in shared modules, resulting in gradient conflicts and negative transfer during training. To address this challenge, we first introduce gradient-based diagnostics to quantify module-level cross-category contention. Building on results of diagnostics, we propose DecomPose, a difficulty-aware decomposition framework that mitigates optimization contention via: (1) difficulty-aware gradient decoupling, which groups categories using a data-driven difficulty proxy and routes each instance to a group-specific correspondence branch to isolate incompatible updates; and (2) stability-driven asymmetric branching, which assigns higher-capacity branches to structurally simple categories as stable optimization anchors while constraining complex categories with lightweight branches to suppress noisy updates and alleviate negative transfer. Extensive experiments on REAL275, CAMERA25, and HouseCat6D demonstrate that DecomPose effectively reduces cross-category optimization contention and delivers superior pose estimation performance across multiple benchmarks.

preprint2022arXiv

CreatureShop: Interactive 3D Character Modeling and Texturing from a Single Color Drawing

Creating 3D shapes from 2D drawings is an important problem with applications in content creation for computer animation and virtual reality. We introduce a new sketch-based system, CreatureShop, that enables amateurs to create high-quality textured 3D character models from 2D drawings with ease and efficiency. CreatureShop takes an input bitmap drawing of a character (such as an animal or other creature), depicted from an arbitrary descriptive pose and viewpoint, and creates a 3D shape with plausible geometric details and textures from a small number of user annotations on the 2D drawing. Our key contributions are a novel oblique view modeling method, a set of systematic approaches for producing plausible textures on the invisible or occluded parts of the 3D character (as viewed from the direction of the input drawing), and a user-friendly interactive system. We validate our system and methods by creating numerous 3D characters from various drawings, and compare our results with related works to show the advantages of our method. We perform a user study to evaluate the usability of our system, which demonstrates that our system is a practical and efficient approach to create fully-textured 3D character models for novice users.

preprint2022arXiv

NeuralSound: Learning-based Modal Sound Synthesis With Acoustic Transfer

We present a novel learning-based modal sound synthesis approach that includes a mixed vibration solver for modal analysis and an end-to-end sound radiation network for acoustic transfer. Our mixed vibration solver consists of a 3D sparse convolution network and a Locally Optimal Block Preconditioned Conjugate Gradient module (LOBPCG) for iterative optimization. Moreover, we highlight the correlation between a standard modal vibration solver and our network architecture. Our radiation network predicts the Far-Field Acoustic Transfer maps (FFAT Maps) from the surface vibration of the object. The overall running time of our learning method for any new object is less than one second on a GTX 3080 Ti GPU while maintaining a high sound quality close to the ground truth that is computed using standard numerical methods. We also evaluate the numerical accuracy and perceptual accuracy of our sound synthesis approach on different objects corresponding to various materials.

preprint2020arXiv

A Variational Staggered Particle Framework for Incompressible Free-Surface Flows

Smoothed particle hydrodynamics (SPH) has been extensively studied in computer graphics to animate fluids with versatile effects. However, SPH still suffers from two numerical difficulties: the particle deficiency problem, which will deteriorate the simulation accuracy, and the particle clumping problem, which usually leads to poor stability of particle simulations. We propose to solve these two problems by developing an approximate projection method for incompressible free-surface flows under a variational staggered particle framework. After particle discretization, we first categorize all fluid particles into four subsets. Then according to the classification, we propose to solve the particle deficiency problem by analytically imposing free surface boundary conditions on both the Laplacian operator and the source term. To address the particle clumping problem, we propose to extend the Taylor-series consistent pressure gradient model with kernel function correction and semi-analytical boundary conditions. Compared to previous approximate projection method [1], our incompressibility solver is stable under both compressive and tensile stress states, no pressure clumping or iterative density correction (e.g., a density constrained pressure approach) is necessary to stabilize the solver anymore. Motivated by the Helmholtz free energy functional, we additionally introduce an iterative particle shifting algorithm to improve the accuracy. It significantly reduces particle splashes near the free surface. Therefore, high-fidelity simulations of the formation and fragmentation of liquid jets and sheets are obtained for both the two-jets and milk-crown examples.

preprint2020arXiv

Dense Hybrid Recurrent Multi-view Stereo Net with Dynamic Consistency Checking

In this paper, we propose an efficient and effective dense hybrid recurrent multi-view stereo net with dynamic consistency checking, namely $D^{2}$HC-RMVSNet, for accurate dense point cloud reconstruction. Our novel hybrid recurrent multi-view stereo net consists of two core modules: 1) a light DRENet (Dense Reception Expanded) module to extract dense feature maps of original size with multi-scale context information, 2) a HU-LSTM (Hybrid U-LSTM) to regularize 3D matching volume into predicted depth map, which efficiently aggregates different scale information by coupling LSTM and U-Net architecture. To further improve the accuracy and completeness of reconstructed point clouds, we leverage a dynamic consistency checking strategy instead of prefixed parameters and strategies widely adopted in existing methods for dense point cloud reconstruction. In doing so, we dynamically aggregate geometric consistency matching error among all the views. Our method ranks \textbf{$1^{st}$} on the complex outdoor \textsl{Tanks and Temples} benchmark over all the methods. Extensive experiments on the in-door DTU dataset show our method exhibits competitive performance to the state-of-the-art method while dramatically reduces memory consumption, which costs only $19.4\%$ of R-MVSNet memory consumption. The codebase is available at \hyperlink{https://github.com/yhw-yhw/D2HC-RMVSNet}{https://github.com/yhw-yhw/D2HC-RMVSNet}.

preprint2020arXiv

Graph-Based Parallel Large Scale Structure from Motion

While Structure from Motion (SfM) achieves great success in 3D reconstruction, it still meets challenges on large scale scenes. In this work, large scale SfM is deemed as a graph problem, and we tackle it in a divide-and-conquer manner. Firstly, the images clustering algorithm divides images into clusters with strong connectivity, leading to robust local reconstructions. Then followed with an image expansion step, the connection and completeness of scenes are enhanced by expanding along with a maximum spanning tree. After local reconstructions, we construct a minimum spanning tree (MinST) to find accurate similarity transformations. Then the MinST is transformed into a Minimum Height Tree (MHT) to find a proper anchor node and is further utilized to prevent error accumulation. When evaluated on different kinds of datasets, our approach shows superiority over the state-of-the-art in accuracy and efficiency. Our algorithm is open-sourced at https://github.com/AIBluefisher/GraphSfM.

preprint2020arXiv

Pyramid Multi-view Stereo Net with Self-adaptive View Aggregation

n this paper, we propose an effective and efficient pyramid multi-view stereo (MVS) net with self-adaptive view aggregation for accurate and complete dense point cloud reconstruction. Different from using mean square variance to generate cost volume in previous deep-learning based MVS methods, our \textbf{VA-MVSNet} incorporates the cost variances in different views with small extra memory consumption by introducing two novel self-adaptive view aggregations: pixel-wise view aggregation and voxel-wise view aggregation. To further boost the robustness and completeness of 3D point cloud reconstruction, we extend VA-MVSNet with pyramid multi-scale images input as \textbf{PVA-MVSNet}, where multi-metric constraints are leveraged to aggregate the reliable depth estimation at the coarser scale to fill in the mismatched regions at the finer scale. Experimental results show that our approach establishes a new state-of-the-art on the \textsl{\textbf{DTU}} dataset with significant improvements in the completeness and overall quality, and has strong generalization by achieving a comparable performance as the state-of-the-art methods on the \textsl{\textbf{Tanks and Temples}} benchmark. Our codebase is at \hyperlink{https://github.com/yhw-yhw/PVAMVSNet}{https://github.com/yhw-yhw/PVAMVSNet}

preprint2020arXiv

SegVoxelNet: Exploring Semantic Context and Depth-aware Features for 3D Vehicle Detection from Point Cloud

3D vehicle detection based on point cloud is a challenging task in real-world applications such as autonomous driving. Despite significant progress has been made, we observe two aspects to be further improved. First, the semantic context information in LiDAR is seldom explored in previous works, which may help identify ambiguous vehicles. Second, the distribution of point cloud on vehicles varies continuously with increasing depths, which may not be well modeled by a single model. In this work, we propose a unified model SegVoxelNet to address the above two problems. A semantic context encoder is proposed to leverage the free-of-charge semantic segmentation masks in the bird's eye view. Suspicious regions could be highlighted while noisy regions are suppressed by this module. To better deal with vehicles at different depths, a novel depth-aware head is designed to explicitly model the distribution differences and each part of the depth-aware head is made to focus on its own target detection range. Extensive experiments on the KITTI dataset show that the proposed method outperforms the state-of-the-art alternatives in both accuracy and efficiency with point cloud as input only.