Zhenglong Wu

CV
h-index9
3papers
4citations
Novelty47%
AI Score35

3 Papers

CVMar 22, 2025
Serial Low-rank Adaptation of Vision Transformer

Houqiang Zhong, Shaocheng Shen, Ke Cai et al.

Fine-tuning large pre-trained vision foundation models in a parameter-efficient manner is critical for downstream vision tasks, considering the practical constraints of computational and storage costs. Low-rank adaptation (LoRA) is a well-established technique in this domain, achieving impressive efficiency by reducing the parameter space to a low-rank form. However, developing more advanced low-rank adaptation methods to reduce parameters and memory requirements remains a significant challenge in resource-constrained application scenarios. In this study, we consider on top of the commonly used vision transformer and propose Serial LoRA, a novel LoRA variant that introduces a shared low-rank matrix serially composite with the attention mechanism. Such a design extracts the underlying commonality of parameters in adaptation, significantly reducing redundancy. Notably, Serial LoRA uses only 1/4 parameters of LoRA but achieves comparable performance in most cases. We conduct extensive experiments on a range of vision foundation models with the transformer structure, and the results confirm consistent superiority of our method.

CVFeb 3
Constrained Dynamic Gaussian Splatting

Zihan Zheng, Zhenglong Wu, Xuanxuan Wang et al.

While Dynamic Gaussian Splatting enables high-fidelity 4D reconstruction, its deployment is severely hindered by a fundamental dilemma: unconstrained densification leads to excessive memory consumption incompatible with edge devices, whereas heuristic pruning fails to achieve optimal rendering quality under preset Gaussian budgets. In this work, we propose Constrained Dynamic Gaussian Splatting (CDGS), a novel framework that formulates dynamic scene reconstruction as a budget-constrained optimization problem to enforce a strict, user-defined Gaussian budget during training. Our key insight is to introduce a differentiable budget controller as the core optimization driver. Guided by a multi-modal unified importance score, this controller fuses geometric, motion, and perceptual cues for precise capacity regulation. To maximize the utility of this fixed budget, we further decouple the optimization of static and dynamic elements, employing an adaptive allocation mechanism that dynamically distributes capacity based on motion complexity. Furthermore, we implement a three-phase training strategy to seamlessly integrate these constraints, ensuring precise adherence to the target count. Coupled with a dual-mode hybrid compression scheme, CDGS not only strictly adheres to hardware constraints (error < 2%}) but also pushes the Pareto frontier of rate-distortion performance. Extensive experiments demonstrate that CDGS delivers optimal rendering quality under varying capacity limits, achieving over 3x compression compared to state-of-the-art methods.

CVOct 9, 2025
PrismGS: Physically-Grounded Anti-Aliasing for High-Fidelity Large-Scale 3D Gaussian Splatting

Houqiang Zhong, Zhenglong Wu, Sihua Fu et al.

3D Gaussian Splatting (3DGS) has recently enabled real-time photorealistic rendering in compact scenes, but scaling to large urban environments introduces severe aliasing artifacts and optimization instability, especially under high-resolution (e.g., 4K) rendering. These artifacts, manifesting as flickering textures and jagged edges, arise from the mismatch between Gaussian primitives and the multi-scale nature of urban geometry. While existing ``divide-and-conquer'' pipelines address scalability, they fail to resolve this fidelity gap. In this paper, we propose PrismGS, a physically-grounded regularization framework that improves the intrinsic rendering behavior of 3D Gaussians. PrismGS integrates two synergistic regularizers. The first is pyramidal multi-scale supervision, which enforces consistency by supervising the rendering against a pre-filtered image pyramid. This compels the model to learn an inherently anti-aliased representation that remains coherent across different viewing scales, directly mitigating flickering textures. This is complemented by an explicit size regularization that imposes a physically-grounded lower bound on the dimensions of the 3D Gaussians. This prevents the formation of degenerate, view-dependent primitives, leading to more stable and plausible geometric surfaces and reducing jagged edges. Our method is plug-and-play and compatible with existing pipelines. Extensive experiments on MatrixCity, Mill-19, and UrbanScene3D demonstrate that PrismGS achieves state-of-the-art performance, yielding significant PSNR gains around 1.5 dB against CityGaussian, while maintaining its superior quality and robustness under demanding 4K rendering.