Yuguang Li (李宇光)
I am a full-time researcher at the
GRAIL Lab, University of Washington, working on the final chapter of my PhD thesis. Concurrently, I work as a Principal Research Scientist at
Zillow Group.
I earned my Bachelor's degree in Opto-Electronics Engineering, during which I developed ray-tracing models for large vegetated scenes using CUDA and published three papers in top-tier remote sensing journals.
In recent years, I've been exploring research in the areas of computer vision, machine learning and computer graphcis, within industrial environments. Our work has primarily focused on enhancing automation and efficiency in indoor reconstruction, with a strong emphasis on robustness and practicality.
This research has resulted in dozens of first-author patents and several top-tier papers. I had the privilege of leading
Zillow's indoor reconstruction project, starting with a small team of scientists, and expanding the production pipeline to reconstruct hundreds of thousands of homes annually with a high degree of automation and an offshore QA team. I was featured in Zillow's
article as a result of this work. We solve precise camera poses and precise indoor structure from unposed RGB panorama images with extreme low capture densities.
Our iterations started off by exploring a graphics focus human-in-the-loop pipeline (ZInD), to single / few-image layout estimation (PSMNet), two-view coarse camera pose estimation (Salve / CovisPose) and full scale learned bundle adjustments from dozens of input panorama images (BADGR).
I've decided to focus on academia and complete my PhD dessertation from University of Washington in 2024, while still contributing to Zillow.
I'm fortunate to take advise from professor
Linda Shapiro,
Alex Colburn,
Sing Bing Kang and
Ranjay Krishna.
My recent research focuses on solving precise multi-view geometry and camera poses. Particularly, we explored to constrain non-linear optimization process with the learned priors from generative models in an end-to-end trainable fashion to avoid conflicting gradients. I've also been exploring reconstructing high-fidelity 3D scenes for novel view synthesis from few-shot image inputs, where visual details like highlights and shadows from light sources and materials are preserved.