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Minghan Qin

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5 papers
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5

NeurIPS Conference 2025 Conference Paper

LangSplatV2: High-dimensional 3D Language Gaussian Splatting with 450+ FPS

  • Wanhua Li
  • Yujie Zhao
  • Minghan Qin
  • Yang Liu
  • Yuanhao Cai
  • Chuang Gan
  • Hanspeter Pfister

In this paper, we introduce LangSplatV2, which achieves high-dimensional feature splatting at 476. 2 FPS and 3D open-vocabulary text querying at 384. 6 FPS for high-resolution images, providing a 42 × speedup and a 47 × boost over LangSplat respectively, along with improved query accuracy. LangSplat employs Gaussian Splatting to embed 2D CLIP language features into 3D, significantly enhancing speed and learning a precise 3D language field with SAM semantics. Such advancements in 3D language fields are crucial for applications that require language interaction within complex scenes. However, LangSplat does not yet achieve real- time performance (8. 2 FPS), even with advanced A100 GPUs, severely limiting its broader application. In this paper, we first conduct a detailed time analysis of LangSplat, identifying the heavyweight decoder as the primary speed bottleneck. Our solution, LangSplatV2 assumes that each Gaussian acts as a sparse code within a global dictionary, leading to the learning of a 3D sparse coefficient field that entirely eliminates the need for a heavyweight decoder. By leveraging this sparsity, we further propose an efficient sparse coefficient splatting method with CUDA optimization, rendering high-dimensional feature maps at high quality while incurring only the time cost of splatting an ultra-low-dimensional feature. Our experimental results demonstrate that LangSplatV2 not only achieves better or competitive query accuracy but is also significantly faster. Codes and demos are available at our project page: https: //langsplat-v2. github. io.

NeurIPS Conference 2025 Conference Paper

MeshCoder: LLM-Powered Structured Mesh Code Generation from Point Clouds

  • Bingquan Dai
  • Luo Li
  • Qihong Tang
  • Jie Wang
  • Xinyu Lian
  • Hao Xu
  • Minghan Qin
  • Xudong XU

Reconstructing 3D objects into editable programs is pivotal for applications like reverse engineering and shape editing. However, existing methods often rely on limited domain-specific languages (DSLs) and small-scale datasets, restricting their ability to model complex geometries and structures. To address these challenges, we introduce MeshLLM, a novel framework that reconstructs complex 3D objects from point clouds into editable Blender Python scripts. We develop a comprehensive set of expressive Blender Python APIs capable of synthesizing intricate geometries. Leveraging these APIs, we construct a large-scale paired object-code dataset, where the code for each object is decomposed into distinct semantic parts. Subsequently, we train a multimodal large language model (LLM) that translates 3D point cloud into executable Blender Python scripts. Our approach not only achieves superior performance in shape-to-code reconstruction tasks but also facilitates intuitive geometric and topological editing through convenient code modifications. Furthermore, our code-based representation enhances the reasoning capabilities of LLMs in 3D shape understanding tasks. Together, these contributions establish MeshLLM as a powerful and flexible solution for programmatic 3D shape reconstruction and understanding.

NeurIPS Conference 2025 Conference Paper

Quantifying and Alleviating Co-Adaptation in Sparse-View 3D Gaussian Splatting

  • Kangjie Chen
  • Yingji Zhong
  • Zhihao Li
  • Jiaqi Lin
  • Youyu Chen
  • Minghan Qin
  • Haoqian Wang

3D Gaussian Splatting (3DGS) has demonstrated impressive performance in novel view synthesis under dense-view settings. However, in sparse-view scenarios, despite the realistic renderings in training views, 3DGS occasionally manifests appearance artifacts in novel views. This paper investigates the appearance artifacts in sparse-view 3DGS and uncovers a core limitation of current approaches: the optimized Gaussians are overly-entangled with one another to aggressively fit the training views, which leads to a neglect of the real appearance distribution of the underlying scene and results in appearance artifacts in novel views. The analysis is based on a proposed metric, termed Co-Adaptation Score (CA), which quantifies the entanglement among Gaussians, i. e. , co-adaptation, by computing the pixel-wise variance across multiple renderings of the same viewpoint, with different random subsets of Gaussians. The analysis reveals that the degree of co-adaptation is naturally alleviated as the number of training views increases. Based on the analysis, we propose two lightweight strategies to explicitly mitigate the co-adaptation in sparse-view 3DGS: (1) random gaussian dropout; (2) multiplicative noise injection to the opacity. Both strategies are designed to be plug-and-play, and their effectiveness is validated across various methods and benchmarks. We hope that our insights into the co-adaptation effect will inspire the community to achieve a more comprehensive understanding of sparse-view 3DGS.

NeurIPS Conference 2024 Conference Paper

HDR-GS: Efficient High Dynamic Range Novel View Synthesis at 1000x Speed via Gaussian Splatting

  • Yuanhao Cai
  • Zihao Xiao
  • Yixun Liang
  • Minghan Qin
  • Yulun Zhang
  • Xiaokang Yang
  • Yaoyao Liu
  • Alan Yuille

High dynamic range (HDR) novel view synthesis (NVS) aims to create photorealistic images from novel viewpoints using HDR imaging techniques. The rendered HDR images capture a wider range of brightness levels containing more details of the scene than normal low dynamic range (LDR) images. Existing HDR NVS methods are mainly based on NeRF. They suffer from long training time and slow inference speed. In this paper, we propose a new framework, High Dynamic Range Gaussian Splatting (HDR-GS), which can efficiently render novel HDR views and reconstruct LDR images with a user input exposure time. Specifically, we design a Dual Dynamic Range (DDR) Gaussian point cloud model that uses spherical harmonics to fit HDR color and employs an MLP-based tone-mapper to render LDR color. The HDR and LDR colors are then fed into two Parallel Differentiable Rasterization (PDR) processes to reconstruct HDR and LDR views. To establish the data foundation for the research of 3D Gaussian splatting-based methods in HDR NVS, we recalibrate the camera parameters and compute the initial positions for Gaussian point clouds. Comprehensive experiments show that HDR-GS surpasses the state-of-the-art NeRF-based method by 3. 84 and 1. 91 dB on LDR and HDR NVS while enjoying 1000$\times$ inference speed and only costing 6. 3\% training time. Code and data are released at https: //github. com/caiyuanhao1998/HDR-GS

AAAI Conference 2024 Conference Paper

High-Fidelity 3D Head Avatars Reconstruction through Spatially-Varying Expression Conditioned Neural Radiance Field

  • Minghan Qin
  • Yifan Liu
  • Yuelang Xu
  • Xiaochen Zhao
  • Yebin Liu
  • Haoqian Wang

One crucial aspect of 3D head avatar reconstruction lies in the details of facial expressions. Although recent NeRF-based photo-realistic 3D head avatar methods achieve high-quality avatar rendering, they still encounter challenges retaining intricate facial expression details because they overlook the potential of specific expression variations at different spatial positions when conditioning the radiance field. Motivated by this observation, we introduce a novel Spatially-Varying Expression (SVE) conditioning. The SVE can be obtained by a simple MLP-based generation network, encompassing both spatial positional features and global expression information. Benefiting from rich and diverse information of the SVE at different positions, the proposed SVE-conditioned NeRF can deal with intricate facial expressions and achieve realistic rendering and geometry details of high-fidelity 3D head avatars. Additionally, to further elevate the geometric and rendering quality, we introduce a new coarse-to-fine training strategy, including a geometry initialization strategy at the coarse stage and an adaptive importance sampling strategy at the fine stage. Extensive experiments indicate that our method outperforms other state-of-the-art (SOTA) methods in rendering and geometry quality on mobile phone-collected and public datasets. Code and data can be found at https://github.com/minghanqin/AvatarSVE.

v2026.09.13