Ruilong Li

CV
h-index20
9papers
2,538citations
Novelty54%
AI Score55

9 Papers

27.1CVOct 10, 2022Code
NerfAcc: A General NeRF Acceleration Toolbox

Ruilong Li, Matthew Tancik, Angjoo Kanazawa

We propose NerfAcc, a toolbox for efficient volumetric rendering of radiance fields. We build on the techniques proposed in Instant-NGP, and extend these techniques to not only support bounded static scenes, but also for dynamic scenes and unbounded scenes. NerfAcc comes with a user-friendly Python API, and is ready for plug-and-play acceleration of most NeRFs. Various examples are provided to show how to use this toolbox. Code can be found here: https://github.com/KAIR-BAIR/nerfacc. Note this write-up matches with NerfAcc v0.3.5. For the latest features in NerfAcc, please check out our more recent write-up at arXiv:2305.04966

5.8LGFeb 24
Test-Time Training with KV Binding Is Secretly Linear Attention

Junchen Liu, Sven Elflein, Or Litany et al.

Test-time training (TTT) with KV binding as sequence modeling layer is commonly interpreted as a form of online meta-learning that memorizes a key-value mapping at test time. However, our analysis reveals multiple phenomena that contradict this memorization-based interpretation. Motivated by these findings, we revisit the formulation of TTT and show that a broad class of TTT architectures can be expressed as a form of learned linear attention operator. Beyond explaining previously puzzling model behaviors, this perspective yields multiple practical benefits: it enables principled architectural simplifications, admits fully parallel formulations that preserve performance while improving efficiency, and provides a systematic reduction of diverse TTT variants to a standard linear attention form. Overall, our results reframe TTT not as test-time memorization, but as learned linear attention with enhanced representational capacity.

3.6CVDec 2, 2025
G-SHARP: Gaussian Surgical Hardware Accelerated Real-time Pipeline

Vishwesh Nath, Javier G. Tejero, Ruilong Li et al.

We propose G-SHARP, a commercially compatible, real-time surgical scene reconstruction framework designed for minimally invasive procedures that require fast and accurate 3D modeling of deformable tissue. While recent Gaussian splatting approaches have advanced real-time endoscopic reconstruction, existing implementations often depend on non-commercial derivatives, limiting deployability. G-SHARP overcomes these constraints by being the first surgical pipeline built natively on the GSplat (Apache-2.0) differentiable Gaussian rasterizer, enabling principled deformation modeling, robust occlusion handling, and high-fidelity reconstructions on the EndoNeRF pulling benchmark. Our results demonstrate state-of-the-art reconstruction quality with strong speed-accuracy trade-offs suitable for intra-operative use. Finally, we provide a Holoscan SDK application that deploys G-SHARP on NVIDIA IGX Orin and Thor edge hardware, enabling real-time surgical visualization in practical operating-room settings.

35.2CVJul 14, 2025
Cameras as Relative Positional Encoding

Ruilong Li, Brent Yi, Junchen Liu et al.

Transformers are increasingly prevalent for multi-view computer vision tasks, where geometric relationships between viewpoints are critical for 3D perception. To leverage these relationships, multi-view transformers must use camera geometry to ground visual tokens in 3D space. In this work, we compare techniques for conditioning transformers on cameras: token-level raymap encodings, attention-level relative pose encodings, and a new relative encoding we propose -- Projective Positional Encoding (PRoPE) -- that captures complete camera frustums, both intrinsics and extrinsics, as a relative positional encoding. Our experiments begin by showing how relative camera conditioning improves performance in feedforward novel view synthesis, with further gains from PRoPE. This holds across settings: scenes with both shared and varying intrinsics, when combining token- and attention-level conditioning, and for generalization to inputs with out-of-distribution sequence lengths and camera intrinsics. We then verify that these benefits persist for different tasks, stereo depth estimation and discriminative spatial cognition, as well as larger model sizes.

29.1CVMay 8, 2023
NerfAcc: Efficient Sampling Accelerates NeRFs

Ruilong Li, Hang Gao, Matthew Tancik et al.

Optimizing and rendering Neural Radiance Fields is computationally expensive due to the vast number of samples required by volume rendering. Recent works have included alternative sampling approaches to help accelerate their methods, however, they are often not the focus of the work. In this paper, we investigate and compare multiple sampling approaches and demonstrate that improved sampling is generally applicable across NeRF variants under an unified concept of transmittance estimator. To facilitate future experiments, we develop NerfAcc, a Python toolbox that provides flexible APIs for incorporating advanced sampling methods into NeRF related methods. We demonstrate its flexibility by showing that it can reduce the training time of several recent NeRF methods by 1.5x to 20x with minimal modifications to the existing codebase. Additionally, highly customized NeRFs, such as Instant-NGP, can be implemented in native PyTorch using NerfAcc.

49.5CVMar 25, 2021Code
PlenOctrees for Real-time Rendering of Neural Radiance Fields

Alex Yu, Ruilong Li, Matthew Tancik et al.

We introduce a method to render Neural Radiance Fields (NeRFs) in real time using PlenOctrees, an octree-based 3D representation which supports view-dependent effects. Our method can render 800x800 images at more than 150 FPS, which is over 3000 times faster than conventional NeRFs. We do so without sacrificing quality while preserving the ability of NeRFs to perform free-viewpoint rendering of scenes with arbitrary geometry and view-dependent effects. Real-time performance is achieved by pre-tabulating the NeRF into a PlenOctree. In order to preserve view-dependent effects such as specularities, we factorize the appearance via closed-form spherical basis functions. Specifically, we show that it is possible to train NeRFs to predict a spherical harmonic representation of radiance, removing the viewing direction as an input to the neural network. Furthermore, we show that PlenOctrees can be directly optimized to further minimize the reconstruction loss, which leads to equal or better quality compared to competing methods. Moreover, this octree optimization step can be used to reduce the training time, as we no longer need to wait for the NeRF training to converge fully. Our real-time neural rendering approach may potentially enable new applications such as 6-DOF industrial and product visualizations, as well as next generation AR/VR systems. PlenOctrees are amenable to in-browser rendering as well; please visit the project page for the interactive online demo, as well as video and code: https://alexyu.net/plenoctrees

43.1CVJan 21, 2021Code
AI Choreographer: Music Conditioned 3D Dance Generation with AIST++

Ruilong Li, Shan Yang, David A. Ross et al.

We present AIST++, a new multi-modal dataset of 3D dance motion and music, along with FACT, a Full-Attention Cross-modal Transformer network for generating 3D dance motion conditioned on music. The proposed AIST++ dataset contains 5.2 hours of 3D dance motion in 1408 sequences, covering 10 dance genres with multi-view videos with known camera poses -- the largest dataset of this kind to our knowledge. We show that naively applying sequence models such as transformers to this dataset for the task of music conditioned 3D motion generation does not produce satisfactory 3D motion that is well correlated with the input music. We overcome these shortcomings by introducing key changes in its architecture design and supervision: FACT model involves a deep cross-modal transformer block with full-attention that is trained to predict $N$ future motions. We empirically show that these changes are key factors in generating long sequences of realistic dance motion that are well-attuned to the input music. We conduct extensive experiments on AIST++ with user studies, where our method outperforms recent state-of-the-art methods both qualitatively and quantitatively.

25.3CVJul 28, 2020Code
Monocular Real-Time Volumetric Performance Capture

Ruilong Li, Yuliang Xiu, Shunsuke Saito et al.

We present the first approach to volumetric performance capture and novel-view rendering at real-time speed from monocular video, eliminating the need for expensive multi-view systems or cumbersome pre-acquisition of a personalized template model. Our system reconstructs a fully textured 3D human from each frame by leveraging Pixel-Aligned Implicit Function (PIFu). While PIFu achieves high-resolution reconstruction in a memory-efficient manner, its computationally expensive inference prevents us from deploying such a system for real-time applications. To this end, we propose a novel hierarchical surface localization algorithm and a direct rendering method without explicitly extracting surface meshes. By culling unnecessary regions for evaluation in a coarse-to-fine manner, we successfully accelerate the reconstruction by two orders of magnitude from the baseline without compromising the quality. Furthermore, we introduce an Online Hard Example Mining (OHEM) technique that effectively suppresses failure modes due to the rare occurrence of challenging examples. We adaptively update the sampling probability of the training data based on the current reconstruction accuracy, which effectively alleviates reconstruction artifacts. Our experiments and evaluations demonstrate the robustness of our system to various challenging angles, illuminations, poses, and clothing styles. We also show that our approach compares favorably with the state-of-the-art monocular performance capture. Our proposed approach removes the need for multi-view studio settings and enables a consumer-accessible solution for volumetric capture.

25.7CVApr 2, 2020Code
Learning Formation of Physically-Based Face Attributes

Ruilong Li, Karl Bladin, Yajie Zhao et al.

Based on a combined data set of 4000 high resolution facial scans, we introduce a non-linear morphable face model, capable of producing multifarious face geometry of pore-level resolution, coupled with material attributes for use in physically-based rendering. We aim to maximize the variety of face identities, while increasing the robustness of correspondence between unique components, including middle-frequency geometry, albedo maps, specular intensity maps and high-frequency displacement details. Our deep learning based generative model learns to correlate albedo and geometry, which ensures the anatomical correctness of the generated assets. We demonstrate potential use of our generative model for novel identity generation, model fitting, interpolation, animation, high fidelity data visualization, and low-to-high resolution data domain transferring. We hope the release of this generative model will encourage further cooperation between all graphics, vision, and data focused professionals while demonstrating the cumulative value of every individual's complete biometric profile.