About Me
Zhan Li

I am a final-year CS Ph.D. student in the Computer Graphics and Vision Lab at Portland State University. I'm advised by Dr. Feng Liu. Before that, I recieved my Bachelor's degree from Nanjing University. My research interests include data-driven novel view synthesis for immersive rendering, such as ray tracing and volumetric rendering. I am also interested in efficient video transformers. I was mentored by Dr. Zhang Chen and Dr. Zhong Li.

email  /  google scholar  /  github  /  cv  /  linkedin

Research Papers
Spacetime Gaussian Feature Splatting for Real-Time Dynamic View Synthesis
Zhan Li, Zhang Chen, Zhong Li, Yi Xu
Conference on Computer Vision and Pattern Recognition (CVPR), 2024
paper  /  code  /  video  /  project website

We extend Gaussian splatting with temporal opacity and polynomial parametric motion/rotation, along with feature splatting to achieve a compact model size. Additionally, new Gaussians are sampled in regions of error to enhance accuracy. Our model supports 8K rendering at 60 FPS, with fish-eye projection, efficient initialization of sparse points, and aggressive pruning of unnecessary points to optimize performance.

Scalable Video Transformer for Full-Frame Video Prediction
Zhan Li, Feng Liu
Computer Vision and Image Understanding (CVIU), 2024
journal entry  /  paper  /  code

We decouple temporal and channel features using transposed attention to focus on channels, and implement a global query strategy to capture global information. Additionally, a depth shift module is introduced to better integrate cross-channel and temporal information, enabling efficient and high-quality video prediction.

Future Frame Synthesis for Fast Monte Carlo Rendering
Zhan Li, Carl S Marshall, Deepak S Vembar, Feng Liu
Graphics Interface (GI) , 2022
paper  /  code  /  video

We apply next frame estimation for fast monte carlo rendering and estimate error mask to sample the rest pixels with the renderer. We introduce two large-scale animated Ray Tracing datasets with over 60K mega-pixel frames with ground truth optical flows and other G-Buffers produced from UE4 and Blender Cycles.

Fast Monte Carlo Rendering via Multi-Resolution Sampling
Qiqi Hou*, Zhan Li*, Carl S Marshall, Selvakumar Panneer, Feng Liu
Graphics Interface (GI) , 2021
paper  /  code  /  video

We accelerate Monte-Carlo rendering via super-resoultion guided by high-resolution fast-to-compute auxiliary features. We build large scale Ray Tracing Image datasets from more than 1000 scenes with ground truth buffers at different scales.


means corresponding authors, * means equal contribution. Design and source code from Jon Barron's website.