Zikai Li
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Zikai Li has a total of 6 co-authors. Here are the top co-authors by number of shared publications:
- Wenhe Chen
School of Computer Engineering, Jiangsu University of Technology, Changzhou, China
2 shared publications - Caixia Zheng
College of Information Sciences and Technology, Northeast Normal University, Changchun, China
1 shared publication - Honghui Fan
School of Computer Engineering, Jiangsu University of Technology, Changzhou 213001, China
1 shared publication - Hongjin Zhu
School of Computer Engineering, Jiangsu University of Technology, Changzhou 213001, China
1 shared publication - Jingru Guo
College of Information Sciences and Technology, Northeast Normal University, Changchun 130117, China
1 shared publication - Siyi Tian
School of Electronic Information and Electrical Engineering, Shanghai Jiao Tong University, Shanghai 200240, China
1 shared publication
Latest Publications
- Open Access
- 6 July 2026
- Published by MDPI AG in ISPRS International Journal of Geo-Information
- Vol. 15 (7) , 306
Lightweight 3DGS-SLAM for Memory-Constrained Environments: Spatial-Aware Truncation and Adaptive Antihallucination Restoration Mechanism
Dense simultaneous localization and mapping (SLAM) via 3D Gaussian splatting (3DGS) faces memory bottlenecks due to the explosive growth of primitives during long-sequence mapping. We propose SATA-SLAM, a framework featuring spatial-aware truncation and adaptive anti-hallucination. The online front-end maintains a constant memory footprint via a spatial-aware pruning module (SAPM), which employs a survival scoring function that couples primitive opacity with view-frustum projection coverage and a temporal protection window. Subsequently, an anti-hallucination generative refinement module (AGRM) utilizes texture priors from pretrained diffusion models for offline inpainting of residual regions. In addition, an adaptive gating mechanism to verify and suppress AIGC-induced hallucinations caused by pose drift, ensuring multiview consistency. Experiments on the public Replica dataset show that SATA-SLAM improves rendering quality from 12.5 dB to 37.44 dB (averaged over the Replica room0 and office0 scenes) while using only 26% of the original memory, outperforming the unconstrained baseline. This study provides a pathway toward low-power, high-fidelity environmental perception for mobile robots.
- 6 July 2026
- Published by MDPI AG in ISPRS International Journal of Geo-Information
- Vol. 15 (7) , 306
Open AccessLightweight 3DGS-SLAM for Memory-Constrained Environments: Spatial-Aware Truncation and Adaptive Antihallucination Restoration Mechanism
Dense simultaneous localization and mapping (SLAM) via 3D Gaussian splatting (3DGS) faces memory bottlenecks due to the explosive growth of primitives during long-sequence mapping. We propose SATA-SLAM, a framework featuring spatial-aware truncation and adaptive anti-hallucination. The online front-end maintains a constant memory footprint via a spatial-aware pruning module (SAPM), which employs a survival scoring function that couples primitive opacity with view-frustum projection coverage and a temporal protection window. Subsequently, an anti-hallucination generative refinement module (AGRM) utilizes texture priors from pretrained diffusion models for offline inpainting of residual regions. In addition, an adaptive gating mechanism to verify and suppress AIGC-induced hallucinations caused by pose drift, ensuring multiview consistency. Experiments on the public Replica dataset show that SATA-SLAM improves rendering quality from 12.5 dB to 37.44 dB (averaged over the Replica room0 and office0 scenes) while using only 26% of the original memory, outperforming the unconstrained baseline. This study provides a pathway toward low-power, high-fidelity environmental perception for mobile robots.
- Open Access
Trends and Techniques in 3D Reconstruction and Rendering: A Survey with Emphasis on Gaussian Splatting
Three-Dimensional Gaussian Splatting (3DGS), an important advancement in the field of computer graphics and 3D vision, has emerged to greatly accelerate the rendering process in novel views’ synthesis. Due to its ability to directly realize the real-time estimation of 3D shapes without neural networks, 3DGS has received a lot of attention in the fields of robotics, urban mapping, autonomous navigation, and virtual reality/augmented reality. In view of the growing popularity of 3DGS, we conduct a systematic review of the relevant literature. We begin by surveying existing work on 3D reconstruction and rendering, outlining the historical development and recent advances from both foundational and innovation-driven perspectives. Next, we summarize the most commonly used datasets and evaluation metrics in 3D reconstruction and rendering. Finally, we summarize the current challenges and suggest potential directions for future research. Through this survey, we aim to provide researchers with a treasure trove of resources in understanding and using techniques related to 3D reconstruction and rendering, in order to promote technological development and application deepening in the field of 3D vision.
Open AccessTrends and Techniques in 3D Reconstruction and Rendering: A Survey with Emphasis on Gaussian Splatting
Three-Dimensional Gaussian Splatting (3DGS), an important advancement in the field of computer graphics and 3D vision, has emerged to greatly accelerate the rendering process in novel views’ synthesis. Due to its ability to directly realize the real-time estimation of 3D shapes without neural networks, 3DGS has received a lot of attention in the fields of robotics, urban mapping, autonomous navigation, and virtual reality/augmented reality. In view of the growing popularity of 3DGS, we conduct a systematic review of the relevant literature. We begin by surveying existing work on 3D reconstruction and rendering, outlining the historical development and recent advances from both foundational and innovation-driven perspectives. Next, we summarize the most commonly used datasets and evaluation metrics in 3D reconstruction and rendering. Finally, we summarize the current challenges and suggest potential directions for future research. Through this survey, we aim to provide researchers with a treasure trove of resources in understanding and using techniques related to 3D reconstruction and rendering, in order to promote technological development and application deepening in the field of 3D vision.