How do we push neural reconstruction toward production-quality at the scales and fidelities real graphics applications need — large scenes, unstructured camera arrays, physically-faithful shading?
Neural scene representations (NeRFs, Gaussian splats) capture stunning visual fidelity, but typically work on small bounded scenes captured under controlled conditions. Pushing the same machinery toward production graphics requires solving practical bottlenecks: scaling to large indoor and outdoor scenes, handling unstructured (non-rig) capture, integrating physically-correct light transport, and stabilising the optimisation when geometry is otherwise ambiguous.
A long collaboration with Weiwei Xu and Hujun Bao at Zhejiang has pushed neural reconstruction at one bottleneck per year — distributed tile-MLPs for large indoor scenes (SNISR, SIGGRAPH 2022), bundle-adjusting NeRFs with ADMM consensus over tiles at large scale (ScaNeRF, SIGGRAPH Asia 2023), local Gaussian density mixtures for unstructured capture with curved-surface reflections (LGDM, SIGGRAPH Asia 2024), and differentiable area-light shading for material recovery (EOR, SIGGRAPH Asia 2025). Shape from Tracing (3DV 2020) sits at the head of the line: an early step that used differentiable path tracing — full global illumination, not just shading — as the forward model for joint geometry and SVBRDF recovery.
Hujun Bao · Bach-Thuan Bui · Dongyoung Choi · Jaemin Cho · Loudon Cohen · Zheng Dong · Michael Fairley · Yaoan Gao · Purvi Goel · James Guesman · Hyunho Ha · Qixing Huang · Hyeonjoong Jang · Woohyun Kang · Hakyeong Kim · Min H. Kim · Andreas Meuleman · Minh-Hieu Nguyen · Yifan Peng · Daniel Ritchie · Belal Shaheen · Yujun Shen · Shubham · Vikas Thamizharasan · Chi Wang · Huamin Wang · Qi Wang · Michael Wu · Tim Wu · Xiuchao Wu · Jiamin Xu · Weiwei Xu · Matthew David Zane · Xin Zhang · Zihan Zhu · Changqing Zou