Chongjie Ye

CV
h-index3
4papers
55citations
Novelty54%
AI Score43

4 Papers

16.4CVDec 4, 2025
Light-X: Generative 4D Video Rendering with Camera and Illumination Control

Tianqi Liu, Zhaoxi Chen, Zihao Huang et al.

Recent advances in illumination control extend image-based methods to video, yet still facing a trade-off between lighting fidelity and temporal consistency. Moving beyond relighting, a key step toward generative modeling of real-world scenes is the joint control of camera trajectory and illumination, since visual dynamics are inherently shaped by both geometry and lighting. To this end, we present Light-X, a video generation framework that enables controllable rendering from monocular videos with both viewpoint and illumination control. 1) We propose a disentangled design that decouples geometry and lighting signals: geometry and motion are captured via dynamic point clouds projected along user-defined camera trajectories, while illumination cues are provided by a relit frame consistently projected into the same geometry. These explicit, fine-grained cues enable effective disentanglement and guide high-quality illumination. 2) To address the lack of paired multi-view and multi-illumination videos, we introduce Light-Syn, a degradation-based pipeline with inverse-mapping that synthesizes training pairs from in-the-wild monocular footage. This strategy yields a dataset covering static, dynamic, and AI-generated scenes, ensuring robust training. Extensive experiments show that Light-X outperforms baseline methods in joint camera-illumination control and surpasses prior video relighting methods under both text- and background-conditioned settings.

20.9CVMar 28, 2024Code
GauStudio: A Modular Framework for 3D Gaussian Splatting and Beyond

Chongjie Ye, Yinyu Nie, Jiahao Chang et al.

We present GauStudio, a novel modular framework for modeling 3D Gaussian Splatting (3DGS) to provide standardized, plug-and-play components for users to easily customize and implement a 3DGS pipeline. Supported by our framework, we propose a hybrid Gaussian representation with foreground and skyball background models. Experiments demonstrate this representation reduces artifacts in unbounded outdoor scenes and improves novel view synthesis. Finally, we propose Gaussian Splatting Surface Reconstruction (GauS), a novel render-then-fuse approach for high-fidelity mesh reconstruction from 3DGS inputs without fine-tuning. Overall, our GauStudio framework, hybrid representation, and GauS approach enhance 3DGS modeling and rendering capabilities, enabling higher-quality novel view synthesis and surface reconstruction.

6.6GRMar 20, 2025
OccluGaussian: Occlusion-Aware Gaussian Splatting for Large Scene Reconstruction and Rendering

Shiyong Liu, Xiao Tang, Zhihao Li et al. · pku

In large-scale scene reconstruction using 3D Gaussian splatting, it is common to partition the scene into multiple smaller regions and reconstruct them individually. However, existing division methods are occlusion-agnostic, meaning that each region may contain areas with severe occlusions. As a result, the cameras within those regions are less correlated, leading to a low average contribution to the overall reconstruction. In this paper, we propose an occlusion-aware scene division strategy that clusters training cameras based on their positions and co-visibilities to acquire multiple regions. Cameras in such regions exhibit stronger correlations and a higher average contribution, facilitating high-quality scene reconstruction. We further propose a region-based rendering technique to accelerate large scene rendering, which culls Gaussians invisible to the region where the viewpoint is located. Such a technique significantly speeds up the rendering without compromising quality. Extensive experiments on multiple large scenes show that our method achieves superior reconstruction results with faster rendering speed compared to existing state-of-the-art approaches. Project page: https://occlugaussian.github.io.

8.4CVJul 31, 2025
Stable-Sim2Real: Exploring Simulation of Real-Captured 3D Data with Two-Stage Depth Diffusion

Mutian Xu, Chongjie Ye, Haolin Liu et al.

3D data simulation aims to bridge the gap between simulated and real-captured 3D data, which is a fundamental problem for real-world 3D visual tasks. Most 3D data simulation methods inject predefined physical priors but struggle to capture the full complexity of real data. An optimal approach involves learning an implicit mapping from synthetic to realistic data in a data-driven manner, but progress in this solution has met stagnation in recent studies. This work explores a new solution path of data-driven 3D simulation, called Stable-Sim2Real, based on a novel two-stage depth diffusion model. The initial stage finetunes Stable-Diffusion to generate the residual between the real and synthetic paired depth, producing a stable but coarse depth, where some local regions may deviate from realistic patterns. To enhance this, both the synthetic and initial output depth are fed into a second-stage diffusion, where diffusion loss is adjusted to prioritize these distinct areas identified by a 3D discriminator. We provide a new benchmark scheme to evaluate 3D data simulation methods. Extensive experiments show that training the network with the 3D simulated data derived from our method significantly enhances performance in real-world 3D visual tasks. Moreover, the evaluation demonstrates the high similarity between our 3D simulated data and real-captured patterns. Project page: https://mutianxu.github.io/stable-sim2real/.