Hongru Yan

h-index8
2papers

2 Papers

CVSep 30, 2024
OPONeRF: One-Point-One NeRF for Robust Neural Rendering

Yu Zheng, Yueqi Duan, Kangfu Zheng et al.

In this paper, we propose a One-Point-One NeRF (OPONeRF) framework for robust scene rendering. Existing NeRFs are designed based on a key assumption that the target scene remains unchanged between the training and test time. However, small but unpredictable perturbations such as object movements, light changes and data contaminations broadly exist in real-life 3D scenes, which lead to significantly defective or failed rendering results even for the recent state-of-the-art generalizable methods. To address this, we propose a divide-and-conquer framework in OPONeRF that adaptively responds to local scene variations via personalizing appropriate point-wise parameters, instead of fitting a single set of NeRF parameters that are inactive to test-time unseen changes. Moreover, to explicitly capture the local uncertainty, we decompose the point representation into deterministic mapping and probabilistic inference. In this way, OPONeRF learns the sharable invariance and unsupervisedly models the unexpected scene variations between the training and testing scenes. To validate the effectiveness of the proposed method, we construct benchmarks from both realistic and synthetic data with diverse test-time perturbations including foreground motions, illumination variations and multi-modality noises, which are more challenging than conventional generalization and temporal reconstruction benchmarks. Experimental results show that our OPONeRF outperforms state-of-the-art NeRFs on various evaluation metrics through benchmark experiments and cross-scene evaluations. We further show the efficacy of the proposed method via experimenting on other existing generalization-based benchmarks and incorporating the idea of One-Point-One NeRF into other advanced baseline methods.

CVDec 1, 2025
Gaussian Swaying: Surface-Based Framework for Aerodynamic Simulation with 3D Gaussians

Hongru Yan, Xiang Zhang, Zeyuan Chen et al.

Branches swaying in the breeze, flags rippling in the wind, and boats rocking on the water all show how aerodynamics shape natural motion -- an effect crucial for realism in vision and graphics. In this paper, we present Gaussian Swaying, a surface-based framework for aerodynamic simulation using 3D Gaussians. Unlike mesh-based methods that require costly meshing, or particle-based approaches that rely on discrete positional data, Gaussian Swaying models surfaces continuously with 3D Gaussians, enabling efficient and fine-grained aerodynamic interaction. Our framework unifies simulation and rendering on the same representation: Gaussian patches, which support force computation for dynamics while simultaneously providing normals for lightweight shading. Comprehensive experiments on both synthetic and real-world datasets across multiple metrics demonstrate that Gaussian Swaying achieves state-of-the-art performance and efficiency, offering a scalable approach for realistic aerodynamic scene simulation.