Yujun Shen
Research Subjects
Yujun Shen has a total of 145 co-authors. Here are the top co-authors by number of shared publications:
- Deli Zhao
DAMO Academy, Alibaba Group, Hangzhou, China and Hupan Lab, Hangzhou, China
9 shared publications - Bolei Zhou
University of California, Los Angeles, CA, USA
6 shared publications - Hujun Bao
State Key Lab of CAD&CG Zhejiang University
6 shared publications - Ceyuan Yang
Shanghai AI Laboratory
5 shared publications - Jingren Zhou
Alibaba Group, Seattle, USA
5 shared publications - Biao Gong
Ant Group, Hangzhou, China
4 shared publications
Latest Publications
- 14 September 2026
- Published by Springer Nature
- p. 475-493
GARDEN: Gravity-Aligned Reconstruction of Disentangled ENvironments from RGB images
- 14 September 2026
- Published by Springer Nature
- p. 475-493
GARDEN: Gravity-Aligned Reconstruction of Disentangled ENvironments from RGB images
- 1 August 2026
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Robotics and Automation Letters
- Vol. 11 (8) , 9644-9651
Compact Object-Level Representations With Open-Vocabulary Understanding for Indoor Visual Relocalization
- 1 August 2026
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Robotics and Automation Letters
- Vol. 11 (8) , 9644-9651
Compact Object-Level Representations With Open-Vocabulary Understanding for Indoor Visual Relocalization
- 18 March 2026
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Pattern Analysis and Machine Intelligence
- Vol. 48 (8) , 9019-9034
Interacted Planes Reveal 3D Line Mapping
3D line mapping from multi-view RGB images provides a compact and structured visual representation of scenes. We study the problem from a physical and topological perspective: a 3D line most naturally emerges as the edge of a finite 3D planar patch. We present LiP-Map, a line-plane joint optimization framework that explicitly models learnable line and planar primitives. This coupling enables accurate and detailed 3D line mapping while maintaining strong efficiency (typically completing a reconstruction in 3 to 5 minutes per scene). LiP-Map pioneers the integration of planar topology into 3D line mapping, not by imposing pairwise coplanarity constraints but by explicitly constructing interactions between plane and line primitives, thus offering a principled route toward structured reconstruction in man-made environments. On more than 100 scenes from ScanNetV2, ScanNet++, Hypersim, 7Scenes, and Tanks&Temple, LiP-Map improves both accuracy and completeness over state-of-the-art methods. Beyond line mapping quality, LiP-Map significantly advances line-assisted visual localization, establishing strong performance on 7Scenes. Our code is released at https://github.com/calmke/LiPMAP for reproducible research.
- 18 March 2026
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Pattern Analysis and Machine Intelligence
- Vol. 48 (8) , 9019-9034
Interacted Planes Reveal 3D Line Mapping
3D line mapping from multi-view RGB images provides a compact and structured visual representation of scenes. We study the problem from a physical and topological perspective: a 3D line most naturally emerges as the edge of a finite 3D planar patch. We present LiP-Map, a line-plane joint optimization framework that explicitly models learnable line and planar primitives. This coupling enables accurate and detailed 3D line mapping while maintaining strong efficiency (typically completing a reconstruction in 3 to 5 minutes per scene). LiP-Map pioneers the integration of planar topology into 3D line mapping, not by imposing pairwise coplanarity constraints but by explicitly constructing interactions between plane and line primitives, thus offering a principled route toward structured reconstruction in man-made environments. On more than 100 scenes from ScanNetV2, ScanNet++, Hypersim, 7Scenes, and Tanks&Temple, LiP-Map improves both accuracy and completeness over state-of-the-art methods. Beyond line mapping quality, LiP-Map significantly advances line-assisted visual localization, establishing strong performance on 7Scenes. Our code is released at https://github.com/calmke/LiPMAP for reproducible research.
- 12 January 2026
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Pattern Analysis and Machine Intelligence
- Vol. 48 (5) , 5692-5709
Seeing Through Satellite Images at Street Views
This paper studies the task of SatStreet-view synthesis, which aims to render photorealistic street-view panorama images and videos given a satellite image and specified camera positions or trajectories. Our approach involves learning a satellite image conditioned neural radiance field from paired images captured from both satellite and street viewpoints, which comes to be a challenging learning problem due to the sparse-view nature and the extremely large viewpoint changes between satellite and street-view images. We tackle the challenges based on a task-specific observation that street-view specific elements, including the sky and illumination effects, are only visible in street-view panoramas, and present a novel approach, Sat2Density++, to accomplish the goal of photo-realistic street-view panorama rendering by modeling these street-view specific elements in neural networks. In the experiments, our method is evaluated on both urban and suburban scene datasets, demonstrating that Sat2Density++ is capable of rendering photorealistic street-view panoramas that are consistent across multiple views and faithful to the satellite image.
- 12 January 2026
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Pattern Analysis and Machine Intelligence
- Vol. 48 (5) , 5692-5709
Seeing Through Satellite Images at Street Views
This paper studies the task of SatStreet-view synthesis, which aims to render photorealistic street-view panorama images and videos given a satellite image and specified camera positions or trajectories. Our approach involves learning a satellite image conditioned neural radiance field from paired images captured from both satellite and street viewpoints, which comes to be a challenging learning problem due to the sparse-view nature and the extremely large viewpoint changes between satellite and street-view images. We tackle the challenges based on a task-specific observation that street-view specific elements, including the sky and illumination effects, are only visible in street-view panoramas, and present a novel approach, Sat2Density++, to accomplish the goal of photo-realistic street-view panorama rendering by modeling these street-view specific elements in neural networks. In the experiments, our method is evaluated on both urban and suburban scene datasets, demonstrating that Sat2Density++ is capable of rendering photorealistic street-view panoramas that are consistent across multiple views and faithful to the satellite image.
- Open Access
- 14 December 2025
- Published by Association for Computing Machinery (ACM)
- p. 1-12
Efficient Object Reconstruction with Differentiable Area Light Shading
- 14 December 2025
- Published by Association for Computing Machinery (ACM)
- p. 1-12
Open AccessEfficient Object Reconstruction with Differentiable Area Light Shading
- 19 August 2025
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Pattern Analysis and Machine Intelligence
- Vol. 47 (12) , 11579-11595
NeuMesh++: Toward Versatile and Efficient Volumetric Editing With Disentangled Neural Mesh-Based Implicit Field
Recently neural implicit rendering techniques have evolved rapidly and demonstrated significant advantages in novel view synthesis and 3D scene reconstruction. However, existing neural rendering methods for editing purposes offer limited functionalities, e.g., rigid transformation and category-specific editing. In this paper, we present a novel mesh-based representation by encoding the neural radiance field with disentangled geometry, texture, and semantic codes on mesh vertices, which empowers a set of efficient and comprehensive editing functionalities, including mesh-guided geometry editing, designated texture editing with texture swapping, filling and painting operations, and semantic-guided editing. To this end, we develop several techniques including a novel local space parameterization to enhance rendering quality and training stability, a learnable modification color on vertex to improve the fidelity of texture editing, a spatial-aware optimization strategy to realize precise texture editing, and a semantic-aided region selection to ease the laborious annotation of implicit field editing. Extensive experiments and editing examples on both real and synthetic datasets demonstrate the superiority of our method on representation quality and editing ability.
- 19 August 2025
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Pattern Analysis and Machine Intelligence
- Vol. 47 (12) , 11579-11595
NeuMesh++: Toward Versatile and Efficient Volumetric Editing With Disentangled Neural Mesh-Based Implicit Field
Recently neural implicit rendering techniques have evolved rapidly and demonstrated significant advantages in novel view synthesis and 3D scene reconstruction. However, existing neural rendering methods for editing purposes offer limited functionalities, e.g., rigid transformation and category-specific editing. In this paper, we present a novel mesh-based representation by encoding the neural radiance field with disentangled geometry, texture, and semantic codes on mesh vertices, which empowers a set of efficient and comprehensive editing functionalities, including mesh-guided geometry editing, designated texture editing with texture swapping, filling and painting operations, and semantic-guided editing. To this end, we develop several techniques including a novel local space parameterization to enhance rendering quality and training stability, a learnable modification color on vertex to improve the fidelity of texture editing, a spatial-aware optimization strategy to realize precise texture editing, and a semantic-aided region selection to ease the laborious annotation of implicit field editing. Extensive experiments and editing examples on both real and synthetic datasets demonstrate the superiority of our method on representation quality and editing ability.
- Open Access
- 27 July 2025
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Graphics
- Vol. 44 (4) , 1-14
4D Gaussian Videos with Motion Layering
Online free-view navigation in volumetric videos requires high-quality rendering and real-time streaming in order to provide immersive user experiences. However, existing methods ( e.g. , dynamic NeRF and 3DGS) may not handle dynamic scenes with complex motions, and their models may not be streamable due to storage and bandwidth constraints. In this paper, we propose a novel 4D Gaussian Video (4DGV) approach that enables the creation and streaming of photorealistic, volumetric videos for dynamic scenes over the Internet. The core of our 4DGV is a novel streamable group of Gaussians (GOG) representation based on motion layering. Each GOG consists of static and dynamic points obtained via lifting 2D segmentation into 3D in motion layering, where the deformation of each dynamic point is represented as the temporal offset of its attributes. We also adaptively convert static points back to dynamic points to handle the appearance change, (e.g. , moving shadows and reflections), of static objects through optimization. To support real-time streaming of 4DGVs, we show that by applying quantization on Gaussian attributes and H.265 encoding on deformation offsets, our GOG representation can be significantly compressed (to around 6% of the original model size) without sacrificing the accuracy (PSNR loss less than 0.01dB). Extensive experiments on standard benchmarks demonstrate that our method outperforms state-of-the-art volumetric video approaches, with superior rendering quality and minimum storage overheads.
- 27 July 2025
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Graphics
- Vol. 44 (4) , 1-14
Open Access4D Gaussian Videos with Motion Layering
Online free-view navigation in volumetric videos requires high-quality rendering and real-time streaming in order to provide immersive user experiences. However, existing methods ( e.g. , dynamic NeRF and 3DGS) may not handle dynamic scenes with complex motions, and their models may not be streamable due to storage and bandwidth constraints. In this paper, we propose a novel 4D Gaussian Video (4DGV) approach that enables the creation and streaming of photorealistic, volumetric videos for dynamic scenes over the Internet. The core of our 4DGV is a novel streamable group of Gaussians (GOG) representation based on motion layering. Each GOG consists of static and dynamic points obtained via lifting 2D segmentation into 3D in motion layering, where the deformation of each dynamic point is represented as the temporal offset of its attributes. We also adaptively convert static points back to dynamic points to handle the appearance change, (e.g. , moving shadows and reflections), of static objects through optimization. To support real-time streaming of 4DGVs, we show that by applying quantization on Gaussian attributes and H.265 encoding on deformation offsets, our GOG representation can be significantly compressed (to around 6% of the original model size) without sacrificing the accuracy (PSNR loss less than 0.01dB). Extensive experiments on standard benchmarks demonstrate that our method outperforms state-of-the-art volumetric video approaches, with superior rendering quality and minimum storage overheads.
- Open Access
- 27 July 2025
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Graphics
- Vol. 44 (4) , 1-16
Interspatial Attention for Efficient 4D Human Video Generation
Generating photorealistic videos of digital humans in a controllable manner is crucial for a plethora of applications. Existing approaches either build on methods that employ template-based 3D representations or emerging video generation models but suffer from poor quality or limited consistency and identity preservation when generating individual or multiple digital humans. In this paper, we introduce a new interspatial attention (ISA) mechanism as a scalable building block for modern diffusion transformer (DiT)-based video generation models. ISA is a new type of cross attention that uses relative positional encodings tailored for the generation of human videos. Leveraging a custom-developed video variation autoencoder, we train a latent ISA-based diffusion model on a large corpus of video data. Our model achieves state-of-the-art performance for 4D human video synthesis, demonstrating remarkable motion consistency and identity preservation while providing precise control of the camera and body poses. Our code and model are publicly released at https://dsaurus.github.io/isa4d/.
- 27 July 2025
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Graphics
- Vol. 44 (4) , 1-16
Open AccessInterspatial Attention for Efficient 4D Human Video Generation
Generating photorealistic videos of digital humans in a controllable manner is crucial for a plethora of applications. Existing approaches either build on methods that employ template-based 3D representations or emerging video generation models but suffer from poor quality or limited consistency and identity preservation when generating individual or multiple digital humans. In this paper, we introduce a new interspatial attention (ISA) mechanism as a scalable building block for modern diffusion transformer (DiT)-based video generation models. ISA is a new type of cross attention that uses relative positional encodings tailored for the generation of human videos. Leveraging a custom-developed video variation autoencoder, we train a latent ISA-based diffusion model on a large corpus of video data. Our model achieves state-of-the-art performance for 4D human video synthesis, demonstrating remarkable motion consistency and identity preservation while providing precise control of the camera and body poses. Our code and model are publicly released at https://dsaurus.github.io/isa4d/.