Yu-Shen Liu
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Research Subjects
Yu-Shen Liu has a total of 143 co-authors. Here are the top co-authors by number of shared publications:
- Zhizhong Han
Wayne State University
57 shared publications Zhizhong Han
Wayne State University,Department of Computer Science,Detroit,USA
18 shared publicationsJunsheng Zhou
School of Software, Tsinghua University, Beijing, China
14 shared publications- Matthias Zwicker
University of Maryland College Park
14 shared publications - Kanle Shi
Kuaishou Technology, Beijing, China
11 shared publications Baorui Ma
School of Software, Tsinghua University,Beijing,China
10 shared publications
Latest Publications
- 1 October 2026
- Published by Springer Nature
- p. 528-546
City-Level 3D Surface Reconstruction with Viewpoint Orientation Partitioning and Scene Completion
- 1 October 2026
- Published by Springer Nature
- p. 528-546
City-Level 3D Surface Reconstruction with Viewpoint Orientation Partitioning and Scene Completion
- 15 September 2026
- Published by Springer Nature
- p. 491-511
Sparse-View Surface Reconstruction Using Gaussian Splatting Through High-Confidence Depth Propagation with Normal Priors
- 15 September 2026
- Published by Springer Nature
- p. 491-511
Sparse-View Surface Reconstruction Using Gaussian Splatting Through High-Confidence Depth Propagation with Normal Priors
- Open Access
- 19 July 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-11
VidSplat: Gaussian Splatting Reconstruction with Geometry-Guided Video Diffusion Priors
Gaussian Splatting has achieved remarkable progress in multi-view surface reconstruction, yet it exhibits notable degradation when only few views are available. Although recent efforts alleviate this issue by enhancing multi-view consistency to produce plausible surfaces, they struggle to infer unseen, occluded, or weakly constrained regions beyond the input coverage. To address this limitation, we present VidSplat , a training-free generative reconstruction framework that leverages powerful video diffusion priors to iteratively synthesize novel views that compensate for missing input coverage, and thereby recover complete 3D scenes from sparse inputs. Specifically, we tackle two key challenges that enable the effective integration of generation and reconstruction. First, for 3D consistent generation, we elaborate a training-free, stage-wise denoising strategy that adaptively guides the denoising direction toward the underlying geometry using the rendered RGB and mask images. Second, to enhance the reconstruction, we develop an iterative mechanism that samples camera trajectories, explores unobserved regions, synthesizes novel views, and supplements training through confidence weighted refinement. VidSplat performs robustly to sparse input and even a single image. Extensive experiments on widely used benchmarks demonstrate our superior performance in sparse-view scene reconstruction. Project Page: https://tangjm24.github.io/VidSplat.
- 19 July 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-11
Open AccessVidSplat: Gaussian Splatting Reconstruction with Geometry-Guided Video Diffusion Priors
Gaussian Splatting has achieved remarkable progress in multi-view surface reconstruction, yet it exhibits notable degradation when only few views are available. Although recent efforts alleviate this issue by enhancing multi-view consistency to produce plausible surfaces, they struggle to infer unseen, occluded, or weakly constrained regions beyond the input coverage. To address this limitation, we present VidSplat , a training-free generative reconstruction framework that leverages powerful video diffusion priors to iteratively synthesize novel views that compensate for missing input coverage, and thereby recover complete 3D scenes from sparse inputs. Specifically, we tackle two key challenges that enable the effective integration of generation and reconstruction. First, for 3D consistent generation, we elaborate a training-free, stage-wise denoising strategy that adaptively guides the denoising direction toward the underlying geometry using the rendered RGB and mask images. Second, to enhance the reconstruction, we develop an iterative mechanism that samples camera trajectories, explores unobserved regions, synthesizes novel views, and supplements training through confidence weighted refinement. VidSplat performs robustly to sparse input and even a single image. Extensive experiments on widely used benchmarks demonstrate our superior performance in sparse-view scene reconstruction. Project Page: https://tangjm24.github.io/VidSplat.
- 1 July 2026
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Pattern Analysis and Machine Intelligence
- Vol. 48 (7) , 7902-7919
UDFStudio: A Unified Framework of Datasets, Benchmarks and Generative Models for Unsigned Distance Functions
Unsigned distance functions (UDFs) have emerged as powerful representation for modeling and reconstructing geometries with open surfaces. However, the development of 3D generative models for UDFs remains largely unexplored, limiting current methods from generating diverse open-surface 3D content. Moreover, mainstream 3D datasets predominantly consist of watertight meshes, revealing a critical challenge: the absence of standardized datasets and benchmarks specifically tailored for open-surface generation and reconstruction. In this paper, we begin by introducing UDiFF, a novel diffusion-based 3D generative model specifically designed for UDFs. UDiFF supports both conditional and unconditional generation of textured 3D shapes with open surfaces. At its core, UDiFF generates UDFs in the spatial-frequency domain using a learnable wavelet transform. Instead of relying on manually selected wavelet transforms, which are labor-intensive and prone to information loss, we introduce a data-driven approach that learns the optimal wavelet transformation from UDFs datasets. Beyond UDiFF, we present the UWings dataset, comprising 1,509 high-quality 3D open-surface models of winged creatures. Using UWings, we establish comprehensive benchmarks for evaluating both generative and reconstruction methods based on UDFs.
- 1 July 2026
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Pattern Analysis and Machine Intelligence
- Vol. 48 (7) , 7902-7919
UDFStudio: A Unified Framework of Datasets, Benchmarks and Generative Models for Unsigned Distance Functions
Unsigned distance functions (UDFs) have emerged as powerful representation for modeling and reconstructing geometries with open surfaces. However, the development of 3D generative models for UDFs remains largely unexplored, limiting current methods from generating diverse open-surface 3D content. Moreover, mainstream 3D datasets predominantly consist of watertight meshes, revealing a critical challenge: the absence of standardized datasets and benchmarks specifically tailored for open-surface generation and reconstruction. In this paper, we begin by introducing UDiFF, a novel diffusion-based 3D generative model specifically designed for UDFs. UDiFF supports both conditional and unconditional generation of textured 3D shapes with open surfaces. At its core, UDiFF generates UDFs in the spatial-frequency domain using a learnable wavelet transform. Instead of relying on manually selected wavelet transforms, which are labor-intensive and prone to information loss, we introduce a data-driven approach that learns the optimal wavelet transformation from UDFs datasets. Beyond UDiFF, we present the UWings dataset, comprising 1,509 high-quality 3D open-surface models of winged creatures. Using UWings, we establish comprehensive benchmarks for evaluating both generative and reconstruction methods based on UDFs.
- Open Access
AnchoredDream: Zero-Shot 360° Indoor Scene Generation from a Single View via Geometric Grounding
Single-view indoor scene generation plays a crucial role in a range of real-world applications. However, generating a complete 360° scene from a single image remains a highly ill-posed and challenging problem. Recent approaches have made progress by leveraging diffusion models and depth estimation networks, yet they still struggle to maintain appearance consistency and geometric plausibility under large viewpoint changes, limiting their effectiveness in full-scene generation. To address this, we propose AnchoredDream, a novel zero-shot pipeline that anchors 360° scene generation on high-fidelity geometry via an appearance-geometry mutual boosting mechanism. Given a single-view image, our method first performs appearance-guided geometry generation to construct a reliable 3D scene layout. Then, we progressively generate the complete scene through a series of modules: warp-and-inpaint, warp-and-refine, post-optimization, and a novel Grouting Block, which ensures seamless transitions between the input view and generated regions. Extensive experiments demonstrate that AnchoredDream outperforms existing methods by a large margin in both appearance consistency and geometric plausibility--all in a zero-shot manner. Our results highlight the potential of geometric grounding for high-quality, zero-shot single-view scene generation.
Open AccessAnchoredDream: Zero-Shot 360° Indoor Scene Generation from a Single View via Geometric Grounding
Single-view indoor scene generation plays a crucial role in a range of real-world applications. However, generating a complete 360° scene from a single image remains a highly ill-posed and challenging problem. Recent approaches have made progress by leveraging diffusion models and depth estimation networks, yet they still struggle to maintain appearance consistency and geometric plausibility under large viewpoint changes, limiting their effectiveness in full-scene generation. To address this, we propose AnchoredDream, a novel zero-shot pipeline that anchors 360° scene generation on high-fidelity geometry via an appearance-geometry mutual boosting mechanism. Given a single-view image, our method first performs appearance-guided geometry generation to construct a reliable 3D scene layout. Then, we progressively generate the complete scene through a series of modules: warp-and-inpaint, warp-and-refine, post-optimization, and a novel Grouting Block, which ensures seamless transitions between the input view and generated regions. Extensive experiments demonstrate that AnchoredDream outperforms existing methods by a large margin in both appearance consistency and geometric plausibility--all in a zero-shot manner. Our results highlight the potential of geometric grounding for high-quality, zero-shot single-view scene generation.
- 14 January 2026
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Pattern Analysis and Machine Intelligence
- Vol. 48 (5) , 5844-5861
VRP-UDF: Toward Unbiased Learning of Unsigned Distance Functions From Multi-View Images With Volume Rendering Priors
Unsigned distance functions (UDFs) have been a vital representation for open surfaces. With different differentiable renderers, current methods are able to train neural networks to infer a UDF by minimizing the rendering errors with the UDF to the multi-view ground truth. However, these differentiable renderers are mainly handcrafted, which makes them either biased on ray-surface intersections, or sensitive to unsigned distance outliers, or not scalable to large scenes. To resolve these issues, we present a novel differentiable renderer to infer UDFs more accurately. Instead of using handcrafted equations, our differentiable renderer is a neural network which is pre-trained in a data-driven manner. It learns how to render unsigned distances into depth images, leading to a prior knowledge, dubbed volume rendering priors. To infer a UDF for an unseen scene from multiple RGB images, we generalize the learned volume rendering priors to map inferred unsigned distances in alpha blending for RGB image rendering. To reduce the bias of sampling in UDF inference, we utilize an auxiliary point sampling prior as an indicator of ray-surface intersection, and propose novel schemes towards more accurate and uniform sampling near the zero-level sets. We also propose a new strategy that leverages our pretrained volume rendering prior to serve as a general surface refiner, which can be integrated with various Gaussian reconstruction methods to optimize the Gaussian distributions and refine geometric details. Our results show that the learned volume rendering prior is unbiased, robust, scalable, 3D aware, and more importantly, easy to learn. Further experiments show that the volume rendering prior is also a general strategy to enhance other neural implicit representations such as signed distance function and occupancy. We evaluate our method on both widely used benchmarks and real scenes, and report superior performance over the state-of-the-art methods.
- 14 January 2026
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Pattern Analysis and Machine Intelligence
- Vol. 48 (5) , 5844-5861
VRP-UDF: Toward Unbiased Learning of Unsigned Distance Functions From Multi-View Images With Volume Rendering Priors
Unsigned distance functions (UDFs) have been a vital representation for open surfaces. With different differentiable renderers, current methods are able to train neural networks to infer a UDF by minimizing the rendering errors with the UDF to the multi-view ground truth. However, these differentiable renderers are mainly handcrafted, which makes them either biased on ray-surface intersections, or sensitive to unsigned distance outliers, or not scalable to large scenes. To resolve these issues, we present a novel differentiable renderer to infer UDFs more accurately. Instead of using handcrafted equations, our differentiable renderer is a neural network which is pre-trained in a data-driven manner. It learns how to render unsigned distances into depth images, leading to a prior knowledge, dubbed volume rendering priors. To infer a UDF for an unseen scene from multiple RGB images, we generalize the learned volume rendering priors to map inferred unsigned distances in alpha blending for RGB image rendering. To reduce the bias of sampling in UDF inference, we utilize an auxiliary point sampling prior as an indicator of ray-surface intersection, and propose novel schemes towards more accurate and uniform sampling near the zero-level sets. We also propose a new strategy that leverages our pretrained volume rendering prior to serve as a general surface refiner, which can be integrated with various Gaussian reconstruction methods to optimize the Gaussian distributions and refine geometric details. Our results show that the learned volume rendering prior is unbiased, robust, scalable, 3D aware, and more importantly, easy to learn. Further experiments show that the volume rendering prior is also a general strategy to enhance other neural implicit representations such as signed distance function and occupancy. We evaluate our method on both widely used benchmarks and real scenes, and report superior performance over the state-of-the-art methods.
- 28 November 2025
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Visualization and Computer Graphics
- Vol. 32 (2) , 1713-1728
PFF-Net: Patch Feature Fitting for Point Cloud Normal Estimation
Estimating the normal of a point requires constructing a local patch to provide center-surrounding context, but determining the appropriate neighborhood size is difficult when dealing with different data or geometries. Existing methods commonly employ various parameter-heavy strategies to extract a full feature description from the input patch. However, they still have difficulties in accurately and efficiently predicting normals for various point clouds. In this work, we present a new idea of feature extraction for robust normal estimation of point clouds. We use the fusion of multi-scale features from different neighborhood sizes to address the issue of selecting reasonable patch sizes for various data or geometries. We seek to model a patch feature fitting (PFF) based on multi-scale features to approximate the optimal geometric description for normal estimation and implement the approximation process via multi-scale feature aggregation and cross-scale feature compensation. The feature aggregation module progressively aggregates the patch features of different scales to the center of the patch and shrinks the patch size by removing points far from the center. It not only enables the network to precisely capture the structure characteristic in a wide range, but also describes highly detailed geometries. The feature compensation module ensures the reusability of features from earlier layers of large scales and reveals associated information in different patch sizes. Our approximation strategy based on aggregating the features of multiple scales enables the model to achieve scale adaptation of varying local patches and deliver the optimal feature description. Extensive experiments demonstrate that our method achieves state-of-the-art performance on both synthetic and real-world datasets with fewer network parameters and running time.
- 28 November 2025
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Visualization and Computer Graphics
- Vol. 32 (2) , 1713-1728
PFF-Net: Patch Feature Fitting for Point Cloud Normal Estimation
Estimating the normal of a point requires constructing a local patch to provide center-surrounding context, but determining the appropriate neighborhood size is difficult when dealing with different data or geometries. Existing methods commonly employ various parameter-heavy strategies to extract a full feature description from the input patch. However, they still have difficulties in accurately and efficiently predicting normals for various point clouds. In this work, we present a new idea of feature extraction for robust normal estimation of point clouds. We use the fusion of multi-scale features from different neighborhood sizes to address the issue of selecting reasonable patch sizes for various data or geometries. We seek to model a patch feature fitting (PFF) based on multi-scale features to approximate the optimal geometric description for normal estimation and implement the approximation process via multi-scale feature aggregation and cross-scale feature compensation. The feature aggregation module progressively aggregates the patch features of different scales to the center of the patch and shrinks the patch size by removing points far from the center. It not only enables the network to precisely capture the structure characteristic in a wide range, but also describes highly detailed geometries. The feature compensation module ensures the reusability of features from earlier layers of large scales and reveals associated information in different patch sizes. Our approximation strategy based on aggregating the features of multiple scales enables the model to achieve scale adaptation of varying local patches and deliver the optimal feature description. Extensive experiments demonstrate that our method achieves state-of-the-art performance on both synthetic and real-world datasets with fewer network parameters and running time.
- 26 August 2025
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Pattern Analysis and Machine Intelligence
- Vol. 48 (1) , 109-126
I-Filtering: Implicit Filtering for Learning Neural Distance Functions From 3D Point Clouds
Neural implicit functions including signed distance functions (SDFs) and unsigned distance functions (UDFs) have shown powerful ability in fitting the shape geometry. However, inferring continuous distance fields from discrete unoriented point clouds still remains a challenge. The neural network typically fits the shape with a rough surface and omits fine-grained geometric details such as shape edges and corners. In this paper, we propose a novel non-linear implicit filter to smooth the implicit field while preserving high-frequency geometry details. Our novelty lies in that we can filter the surface (zero level set) by the neighbor input points with gradients of the signed distance field. By moving the input raw point clouds along the gradient, our proposed implicit filtering can be extended to non-zero level sets to keep the promise consistency between different level sets, which consequently results in a better regularization of the zero level set. Since the unsigned distance function is non-differentiable at the zero level set and lacks a stable gradient field, we further propose a gradient immutable training schema to migrate the filter to the unsigned distance function learned from point clouds. By leveraging the UDF training schema, we also improve sparse-view reconstruction results. We conduct comprehensive experiments in surface reconstruction from objects, complex scene point clouds, and multi-view images, and we further extend to the point normal estimation and point cloud upsampling tasks. The numerical and visual comparisons demonstrate our improvements over the state-of-the-art methods under the widely used benchmarks.
- 26 August 2025
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Pattern Analysis and Machine Intelligence
- Vol. 48 (1) , 109-126
I-Filtering: Implicit Filtering for Learning Neural Distance Functions From 3D Point Clouds
Neural implicit functions including signed distance functions (SDFs) and unsigned distance functions (UDFs) have shown powerful ability in fitting the shape geometry. However, inferring continuous distance fields from discrete unoriented point clouds still remains a challenge. The neural network typically fits the shape with a rough surface and omits fine-grained geometric details such as shape edges and corners. In this paper, we propose a novel non-linear implicit filter to smooth the implicit field while preserving high-frequency geometry details. Our novelty lies in that we can filter the surface (zero level set) by the neighbor input points with gradients of the signed distance field. By moving the input raw point clouds along the gradient, our proposed implicit filtering can be extended to non-zero level sets to keep the promise consistency between different level sets, which consequently results in a better regularization of the zero level set. Since the unsigned distance function is non-differentiable at the zero level set and lacks a stable gradient field, we further propose a gradient immutable training schema to migrate the filter to the unsigned distance function learned from point clouds. By leveraging the UDF training schema, we also improve sparse-view reconstruction results. We conduct comprehensive experiments in surface reconstruction from objects, complex scene point clouds, and multi-view images, and we further extend to the point normal estimation and point cloud upsampling tasks. The numerical and visual comparisons demonstrate our improvements over the state-of-the-art methods under the widely used benchmarks.
- Open Access
GAP: Gaussianize Any Point Clouds with Text Guidance
3D Gaussian Splatting (3DGS) has demonstrated its advantages in achieving fast and high-quality rendering. As point clouds serve as a widely-used and easily accessible form of 3D representation, bridging the gap between point clouds and Gaussians becomes increasingly important. Recent studies have explored how to convert the colored points into Gaussians, but directly generating Gaussians from colorless 3D point clouds remains an unsolved challenge. In this paper, we propose GAP, a novel approach that gaussianizes raw point clouds into high-fidelity 3D Gaussians with text guidance. Our key idea is to design a multi-view optimization framework that leverages a depth-aware image diffusion model to synthesize consistent appearances across different viewpoints. To ensure geometric accuracy, we introduce a surface-anchoring mechanism that effectively constrains Gaussians to lie on the surfaces of 3D shapes during optimization. Furthermore, GAP incorporates a diffuse-based inpainting strategy that specifically targets at completing hard-to-observe regions. We evaluate GAP on the Point-to-Gaussian generation task across varying complexity levels, from synthetic point clouds to challenging real-world scans, and even large-scale scenes. Project Page: https://weiqi-zhang.github.io/GAP.
Open AccessGAP: Gaussianize Any Point Clouds with Text Guidance
3D Gaussian Splatting (3DGS) has demonstrated its advantages in achieving fast and high-quality rendering. As point clouds serve as a widely-used and easily accessible form of 3D representation, bridging the gap between point clouds and Gaussians becomes increasingly important. Recent studies have explored how to convert the colored points into Gaussians, but directly generating Gaussians from colorless 3D point clouds remains an unsolved challenge. In this paper, we propose GAP, a novel approach that gaussianizes raw point clouds into high-fidelity 3D Gaussians with text guidance. Our key idea is to design a multi-view optimization framework that leverages a depth-aware image diffusion model to synthesize consistent appearances across different viewpoints. To ensure geometric accuracy, we introduce a surface-anchoring mechanism that effectively constrains Gaussians to lie on the surfaces of 3D shapes during optimization. Furthermore, GAP incorporates a diffuse-based inpainting strategy that specifically targets at completing hard-to-observe regions. We evaluate GAP on the Point-to-Gaussian generation task across varying complexity levels, from synthetic point clouds to challenging real-world scans, and even large-scale scenes. Project Page: https://weiqi-zhang.github.io/GAP.
- Open Access
SparseRecon: Neural Implicit Surface Reconstruction from Sparse Views with Feature and Depth Consistencies
Surface reconstruction from sparse views aims to reconstruct a 3D shape or scene from few RGB images. The latest methods are either generalization-based or overfitting-based. However, the generalization-based methods do not generalize well on views that were unseen during training, while the reconstruction quality of overfitting-based methods is still limited by the limited geometry clues. To address this issue, we propose SparseRecon, a novel neural implicit reconstruction method for sparse views with volume rendering-based feature consistency and uncertainty-guided depth constraint. Firstly, we introduce a feature consistency loss across views to constrain the neural implicit field. This design alleviates the ambiguity caused by insufficient consistency information of views and ensures completeness and smoothness in the reconstruction results. Secondly, we employ an uncertainty-guided depth constraint to back up the feature consistency loss in areas with occlusion and insignificant features, which recovers geometry details for better reconstruction quality. Experimental results demonstrate that our method outperforms the state-of-the-art methods, which can produce high-quality geometry with sparse-view input, especially in the scenarios with small overlapping views. Project page: https://hanl2010.github.io/SparseRecon/.
Open AccessSparseRecon: Neural Implicit Surface Reconstruction from Sparse Views with Feature and Depth Consistencies
Surface reconstruction from sparse views aims to reconstruct a 3D shape or scene from few RGB images. The latest methods are either generalization-based or overfitting-based. However, the generalization-based methods do not generalize well on views that were unseen during training, while the reconstruction quality of overfitting-based methods is still limited by the limited geometry clues. To address this issue, we propose SparseRecon, a novel neural implicit reconstruction method for sparse views with volume rendering-based feature consistency and uncertainty-guided depth constraint. Firstly, we introduce a feature consistency loss across views to constrain the neural implicit field. This design alleviates the ambiguity caused by insufficient consistency information of views and ensures completeness and smoothness in the reconstruction results. Secondly, we employ an uncertainty-guided depth constraint to back up the feature consistency loss in areas with occlusion and insignificant features, which recovers geometry details for better reconstruction quality. Experimental results demonstrate that our method outperforms the state-of-the-art methods, which can produce high-quality geometry with sparse-view input, especially in the scenarios with small overlapping views. Project page: https://hanl2010.github.io/SparseRecon/.