3D Vision · Gaussian Splatting · Real-Time Rendering
I'm a graduate student in the Department of Automation at Tsinghua University, interested in 3D reconstruction, dynamic scene representations, and embodied visual perception. My work spans reconstruction algorithms, model compression, real-time rendering, and interactive tools, with a focus on turning research into working systems.
Featured Research · 4DGS Editor · Dynamic Scene Demo
Enabling Native Fisheye Input in Gaussian Splatting with Cross-View Joint Optimization
Zhengxian Yang*, Fei Xie*, et al. · * Equal contribution
DirectFisheye-GS brings native fisheye inputs to 3D Gaussian Splatting for wide-field-of-view reconstruction. Cross-view joint optimization strengthens geometric and photometric consistency while reducing information loss from undistortion and artifacts near image boundaries.
My contributions: core algorithm development, implementation of the complete training pipeline, literature review, and manuscript writing.
Project Page · Paper · CVPR Proceedings · Code
| Project | Contributions | Stack & Links |
|---|---|---|
| SuperSplat 4D | Extended PlayCanvas SuperSplat with dynamic Gaussian loading, playback, editing, and export; implemented .sog4d compression and browser interaction. |
TypeScript · PlayCanvas · Python · 4D Source · Live Editor |
| THUAI8 | Led game framework and technical design; contributed to frontend, backend, and SDK development for agent matches and competition operations. A collaborative team project. | C# · Unity · C++ / Python SDK · Team Repository |
| Gaussian Sorting Profiling | Added timing instrumentation across the main thread and Gaussian sorting worker in a PlayCanvas Engine development fork; fixed handling of empty sort mappings. | JavaScript · PlayCanvas · Web Workers · Changes |
Earlier research prototype: Gaussian Splatting Depth, a depth-rendering extension of the original 3DGS pipeline.
- 4DGS Algorithm R&D Intern, JD.com XR Team · Jun 2025 – Sep 2026. Worked on dynamic 3D reconstruction, long-sequence training, model compression, and rendering acceleration; developed browser-based editing and visualization tools.
- Head of the Software Division, Automation Students' Science and Technology Association, Tsinghua University. Coordinated software projects and technical collaboration, contributing to competition platforms, interactive games, and website development.
- 3D vision: native fisheye reconstruction, cross-view optimization, and 3D/4D Gaussian Splatting.
- Modeling & rendering: Python, PyTorch, and CUDA; model compression, dynamic scene representations, and real-time rendering.
- Interactive systems: TypeScript, PlayCanvas, and Unity / C#; browser tools, 3D visualization, and collaborative development.


