Runfeng Li
I am a M.Sc. student in Computer Science at Brown University. I am very fortunate to be advised by Prof. James Tompkin.
Previously, I got my B.S. in Maths & CS from University of Illinois Urbana-Champaign, where I got some early exposure to research in human motion modeling and deep learning, advised by Prof. Liangyan Gui.
Email /
CV /
Github /
Scholar
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Research
I have primarily focused on 3D/4D reconstruction, studying how to physically model raw
continuous-wave time-of-flight (C-ToF) and RGB signals
to recover physical properties like geometry, appearance, motion, and elasticity.
Looking ahead, I'm broadly interested in mid- and low-level computer vision, computational imaging, and machine learning.
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Time of the Flight of the Gaussians: Fast and Accurate Dynamic Time-of-Flight Radiance Fields
Runfeng Li,
Mikhail Okunev,
Zixuan Guo,
Anh Duong,
Christian Richardt,
Matthew O'Toole,
James Tompkin
Under Review, 2024
NECV, 2024 (Oral Presentation)
preprint
We adapt Gaussian splatting for dynamic continuous-wave time-of-flight radiance fields reconstruction
and propose two simple optimization heuristics that address the discrepancy problem
between the rendered mean depth and the depth from rendered raw ToF frames,
enabling 100x faster training, >100Hz rendering speed, and more accurate depth.
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Monocular Dynamic Gaussian Splatting is Fast and Brittle but Smooth Motion Helps
Yiqing Liang,
Mikhail Okunev,
Mikaela Angelina Uy,
Runfeng Li,
Leonidas J. Guibas,
James Tompkin,
Adam Harley
Under Review, 2024
preprint
We test various monocular dynamic Gaussian splatting methods on various datasets and found that 3D Gaussian optimization is always brittle but deformation MLP based methods (smooth motion) helps.
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3D Gaussian Physics Simulation and Material Property Estimation
Code,
Presentation Slides
We reimplemented PhysGaussian using Taichi,
and explored Gaussian elasticity (Young's modulus) estimation through the differentiable MPM using multi-view videos.
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Raw 3D Gaussian Splatting for High Dynamic Range (HDR) Reconstruction
report
I adapted Gaussian Splatting for HDR reconstruction of RawNeRF scenes,
achieved good results on rendered raw images but encountered increased reconstruction errors after tonemapping,
which might be due to insufficient training or need more careful hyperparameter tuning.
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Gradient Domain High Dynamic Range Compression in CUDA
Code
I implemented single and multi-grid Poisson PDE solvers for the gradient domain HDR compression method in CUDA/C++,
achieving real-time (100-200Hz) HDR tonemapping for 1k-2k resolution images.
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