Runze Fan

Mr. Runze Fan

Beihang University Beijing China
orcid

Research Focus & Metrics

Academic Career Length

6Years (2021-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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12 February 2021 in Remote Sensing
Verified
Journal Article
Open access
PDF file
Runze FanRunze Fan
Runze Fan
Ting-Bing XuTing-Bing Xu
Ting-Bing Xu
ZWZhenzhong Wei
Zhenzhong Wei
This article addresses the challenge of 6D aircraft pose estimation from a single RGB image during the flight. Many recent works have shown that keypoints-based approaches, which first detect keypoints and then estimate the 6D pose, achieve remarkable performance. However, it is hard to locate the keypoints precisely in complex weather scenes. In this article, we propose a novel approach, called Pose Estimation with Keypoints and Structures (PEKS), which leverages multiple intermediate representations to estimate the 6D pose. Unlike previous works, our approach simultaneously locates keypoints and structures to recover the pose parameter of aircraft through a Perspective-n-Point Structure (PnPS) algorithm. These representations integrate the local geometric information of the object and the topological relationship between components of the target, which effectively improve the accuracy and robustness of 6D pose estimation. In addition, we contribute a dataset for aircraft pose estimation which consists of 3681 real images and 216,000 rendered images. Extensive experiments on our own aircraft pose dataset and multiple open-access pose datasets (e.g., ObjectNet3D, LineMOD) demonstrate that our proposed method can accurately estimate 6D aircraft pose in various complex weather scenes while achieving the comparative performance with the state-of-the-art pose estimation methods.

2 October 2025 in IEEE Transactions on Visualization and Computer Graphics
Verified
Journal Article
Closed access
Qixiang MaQixiang Ma
Qixiang Ma
Runze FanRunze Fan
Runze Fan
LZLizhi Zhao
Lizhi Zhao
JWJian Wu
Jian Wu
SISio-Kei Im
Sio-Kei Im
LWLili Wang
Lili Wang
3D scene graph generation is essential for spatial computing in Extended Reality (XR), providing structured semantics for task planning and intelligent perception. However, unlike instance-segmentation-driven setups, generating semantic scene graphs still suffer from limited accuracy due to coarse and noisy point cloud data typically acquired in practice, and from the lack of interactive strategies to incorporate users, spatialized and intuitive guidance. We identify three key challenges: designing controllable interaction forms, involving guidance in inference, and generalizing from local corrections. To address these, we propose SGSG, a Stroke-Guided Scene Graph generation method that enables users to interactively refine 3D semantic relationships and improve predictions in real time. We propose three types of strokes and a lightweight SGstrokes dataset tailored for this modality. Our model integrates stroke guidance representation and injection for spatio-temporal feature learning and reasoning correction, along with intervention losses that combine consistency-repulsive and geometry-sensitive constraints to enhance accuracy and generalization. Experiments and the user study show that SGSG outperforms state-of-the-art methods 3DSSG and SGFN in overall accuracy and precision, surpasses JointSSG in predicate-level metrics, and reduces task load across all control conditions, establishing SGSG as a new benchmark for interactive 3D scene graph generation and semantic understanding in XR. Implementation resources are available at: https://github.com/Sycamore-Ma/SGSG-runtime.

31 March 2026 in IEEE Transactions on Visualization and Computer Graphics
Verified
Journal Article
Closed access
Runze FanRunze Fan
Runze Fan
JWJian Wu
Jian Wu
Qixiang MaQixiang Ma
Qixiang Ma
ZWZhikai Wen
Zhikai Wen
LWLili Wang
Lili Wang
Intuitive motion control is essential for virtual reality, allowing users to manipulate objects naturally while receiving realistic and responsive visual feedback. 3D Gaussian splatting provides real-time, photorealistic scene rendering, making it promising for virtual reality applications. Still, it falls short in accurate motion control of dynamic objects due to its unstructured global motion representation and redundant motion learning. To address these problems, we propose a motion hierarchical Gaussian based dynamic control method. First, a motion hierarchical Gaussian representation is introduced and initialized with semantic and deformation information. Then a motion hierarchical decomposition method is proposed to optimize the local motion in the representation. The representation is next optimized by a local motion analysis based refinement method. We also design a set of motion control operations for the motion hierarchical Gaussian. Experimental results show that our method achieves high-precision motion reconstruction, accurate motion decomposition, real-time, intuitively and immersive VR motion control.

13 April 2026 in IEEE Transactions on Visualization and Computer Graphics
Verified
Journal Article
Closed access
ZTZhangyao Tan
Zhangyao Tan
Qixiang MaQixiang Ma
Qixiang Ma
Runze FanRunze Fan
Runze Fan
SISio-Kei Im
Sio-Kei Im
LWLili Wang
Lili Wang
Virtual reality telepresence requires immersive shared virtual environments for real-time remote collaboration across different physical scenes. It supports a wide range of applications in teleconferencing, education, and interactive simulations. However, challenges persist in identifying optimal shared virtual spaces that accommodate diverse user interaction requirements while adhering to local physical constraints during scene synthesis. In this paper, we propose an interaction-aware shared virtual scene synthesis method, which uses the large language model (LLM) to produce collaborative virtual scenes based on interaction demands from remote users in different local spaces. First, we introduce the concept of Interaction Aware Template (IAT) and its construction method using an LLM planner. Then, we propose an IAT-based affordance field alignment method for merging the local spaces of the remote users, maximally ensuring that the aligned space could support the user's desired interaction. Finally, we propose an LLM-based shared scene synthesis method according to the merged affordance field. Experiment results show that, compared to existing text-based scene synthesis and mutual space matching methods, our method achieves better Affordance Consistency, 3D Intersection over Union, and Layout Suitability on both scanned and synthesized datasets. The results of the user study demonstrate that the user's subjective perception of interaction fitness and sense of safety were significantly improved.

1 January 2026 in IEEE Transactions on Visualization and Computer Graphics
Verified
Journal Article
Closed access
YLYuan Li
Yuan Li
JWJian Wu
Jian Wu
Runze FanRunze Fan
Runze Fan
SISio-Kei Im
Sio-Kei Im
LWLili Wang
Lili Wang
Transferring existing Human-Object Interaction (HOI) motion to novel objects is essential for robotics, virtual reality. Traditional approaches only model spatial surface correspondences between humans and source objects or between source and target objects, ignoring the internal topological structures of humans, the internal topology of objects, the non-surface spatial topological relationships, and temporal motion relations. In this paper, we propose a spatial-temporal relation guided motion transfer framework. Firstly, we define a spatial-temporal relation interaction graph representation(STRIG) to model the human internal topology, object internal topology and human-object global topology together with the temporal motion relation. We propose a STRIGs-guided motion transfer diffusion model for generating spatially, semantically and temporally consistent HOI motions that are adapted to novel objects. To tackle the absence of ground-truth motions after transfer, we introduce a spatial-temporal relation optimization strategy. Extensive experiments demonstrate that our method consistently outperforms other approaches in terms of motion transfer quality, performance, and sequence stability, with particularly robustness under large variations in target object topology.