About Me | |
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I am currently a Research Scientist at Goertek Alpha Labs focusing on 3D/4D R&D projects in the group of Dr. Huangying Zhan. I successfully defended my Ph.D. thesis on neural visual synthesis in January 2025, advised by Dr. Feng Liu. Before that, I received my Bachelor's degree from Nanjing University. During my Ph.D, I was mentored by Dr. Zhang Chen and Dr. Zhong Li in internships at OPPO US Research. My research interests are neural visual synthesis and transformers. email  /  Google Scholar account (old one deleted as linked edu gmail account expires soon)  /  github  /  cv  /  linkedin |
Research Papers | |
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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. |
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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. |
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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. |
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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. |