VLDB 2026 Research / reviewers in the wild / expert
Tian Lv
dblp:120/1080
· DBLP profile ↗
9ranked-venue papers
1as first author
9since 2021 · last 2026
0000-0002-3726-0530ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 7 · 1 first-author · 7 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Computer networks · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | A Text-to-3D Framework for Joint Generation of CG-Ready Humans and Compatible GarmentsabstractCreating detailed 3D human avatars with fitted garments traditionally requires specialized expertise and labor-intensive workflows. While recent advances in generative AI have enabled text-to-3D human and clothing synthesis, existing methods fall short in offering accessible, integrated pipelines for generating CG-ready 3D avatars with physically compatible outfits; here we use the term CG-ready for models following a technical aesthetic common in computer graphics (CG) and adopt standard CG polygonal meshes and strands representations (rather than radiance field representations like NeRF and 3DGS) that can be directly integrated into conventional CG pipelines and support downstream tasks such as physical simulation. To bridge this gap, we introduce Tailor, an integrated text-to-3D framework that generates high-fidelity, customizable 3D avatars dressed in simulation-ready garments. Tailor consists of three stages. (1) Semantic Parsing: we employ a large language model to interpret textual descriptions and translate them into parameterized human avatars and semantically matched garment templates. (2) Geometry-Aware Garment Generation: we propose topology-preserving deformation with novel geometric losses to generate body-aligned garments under text control. (3) Consistent Texture Synthesis: we propose a novel multi-view diffusion process optimized for garment texturing, which enforces view consistency, preserves photorealistic details, and optionally supports symmetric texture generation common in garments. Through comprehensive quantitative and qualitative evaluations, we demonstrate that Tailor outperforms state-of-the-art methods in fidelity, usability, and diversity. Zhiyao Sun, Yu-Hui Wen, Ho-Jui Fang, Matthieu Lin, Tian Lv, Yong-Jin Liu 0001 |
IEEE Trans. Vis. Comput. Graph. | 6 |
| 2025 | FD-Filter: A Compact Data Structure for Fine-Grained Intra-Flow Packet Delay Monitoring
Jintao He, Jie Gui, Tian Lv, Qun Huang 0001 |
INFOCOM | 3 |
| 2024 | ECAvatar: 3D Avatar Facial Animation with Controllable Identity and Emotion
Minjing Yu, Delong Pang, Ziwen Kang, Zhiyao Sun, Tian Lv, Jenny Sheng, Ran Yi 0002, Yu-Hui Wen, Yong-Jin Liu 0001 |
ACM Multimedia | 5 |
| 2024 | Continuously Controllable Facial Expression Editing in Talking Face VideosabstractRecently audio-driven talking face video generation has attracted considerable attention. However, very few researches address the issue of emotional editing of these talking face videos with continuously controllable expressions, which is a strong demand in the industry. The challenge is that speech-related expressions and emotion-related expressions are often highly coupled. Meanwhile, traditional image-to-image translation methods cannot work well in our application due to the coupling of expressions with other attributes such as poses, i.e., translating the expression of the character in each frame may simultaneously change the head pose due to the bias of the training data distribution. In this paper, we propose a high-quality facial expression editing method for talking face videos, allowing the user to control the target emotion in the edited video continuously. We present a new perspective for this task as a special case of motion information editing, where we use a 3DMM to capture major facial movements and an associated texture map modeled by a StyleGAN to capture appearance details. Both representations (3DMM and texture map) contain emotional information and can be continuously modified by neural networks and easily smoothed by averaging in coefficient/latent spaces, making our method simple yet effective. We also introduce a mouth shape preservation loss to control the trade-off between lip synchronization and the degree of exaggeration of the edited expression. Extensive experiments and a user study show that our method achieves state-of-the-art performance across various evaluation criteria. Zhiyao Sun, Yu-Hui Wen, Tian Lv, Yanan Sun 0006, Yaoyuan Wang, Yong-Jin Liu 0001 |
IEEE Trans. Affect. Comput. | 3 |
| 2024 | SD-FSOD: Self-Distillation Paradigm via Distribution Calibration for Few-Shot Object DetectionabstractFew-shot object detection (FSOD) aims to detect novel targets with only a few instances of the associated samples. Although combinations of distillation techniques and meta-learning paradigms have been acknowledged as the primary strategies for FSOD tasks, the existing distillation methods exhibit inherent biases and sensitivity to novel class variability. A critical hurdle for FSOD distillation is the difficulty in ensuring appropriate knowledge learned from the teacher model during the fine-tuning stage. Furthermore, coarse distillation procedures risk misalignment between the learned and actual distributions. This misalignment could potentially negate the benefits of positive cases and impede the detector’s evolution. To address these deficiencies, we propose a novel self-distillation paradigm exclusively for the fine-tuning stage (SD-FSOD). Our methods integrate a Distribution Prototype Extractor (DPE) and Self-Distillation Memory (SDM), promoting feature distribution consistency during distillation. In detail, the DPE module reliably initializes the weights of the detector, ensuring a robust class distribution for the distillation process. Meanwhile, the SDM module utilizes decoupling techniques to divide the distillation tasks into two sub-task branches, allowing the student model to independently learn and share precise features through isolated distillation processes. The synergistic integration of feature calibration techniques and the continuous self-distillation paradigm distinctly enhances the fine-tuning process, which shows the superiority of the FSOD self-distillation methodologies. The extensive experiments on the PASCAL VOC and MS COCO datasets demonstrate that our proposed approach produces significant improvements and achieves state-of-the-art (SOTA) performance. Qi Wang 0079, Kailin Xie, Liang Lei, Matthieu Lin, Tian Lv, Yong-Jin Liu 0001, Jiebo Luo 0001 |
IEEE Trans. Circuits Syst. Video Technol. | 6 |
| 2024 | DiffPoseTalk: Speech-Driven Stylistic 3D Facial Animation and Head Pose Generation via Diffusion ModelsabstractThe generation of stylistic 3D facial animations driven by speech presents a significant challenge as it requires learning a many-to-many mapping between speech, style, and the corresponding natural facial motion. However, existing methods either employ a deterministic model for speech-to-motion mapping or encode the style using a one-hot encoding scheme. Notably, the one-hot encoding approach fails to capture the complexity of the style and thus limits generalization ability. In this paper, we propose DiffPoseTalk, a generative framework based on the diffusion model combined with a style encoder that extracts style embeddings from short reference videos. During inference, we employ classifier-free guidance to guide the generation process based on the speech and style. In particular, our style includes the generation of head poses, thereby enhancing user perception. Additionally, we address the shortage of scanned 3D talking face data by training our model on reconstructed 3DMM parameters from a high-quality, in-the-wild audio-visual dataset. Extensive experiments and user study demonstrate that our approach outperforms state-of-the-art methods. The code and dataset are at https://diffposetalk.github.io. Zhiyao Sun, Tian Lv, Matthieu Lin, Jenny Sheng, Yu-Hui Wen, Minjing Yu, Yong-Jin Liu 0001 |
ACM Trans. Graph. | 2 |
| 2023 | Generation of virtual digital human for customer service industry
Yanan Sun 0006, Zhiyao Sun, Yu-Hui Wen, Tian Lv, Minjing Yu, Ran Yi 0002, Lin Gao 0004, Yong-Jin Liu 0001 |
Comput. Graph. | 5 |
| 2022 | Generating Smooth and Facial-Details-Enhanced Talking Head Video: A Perspective of Pre and Post ProcessesabstractTalking head video generation has received increasing attention recently. So far the quality (especially the facial details) of the videos output from state-of-the-art deep learning methods is limited by either the quality of training data or the performance of generators, and needs to be further improved. In this paper, we propose a data pre- and post- processing strategy based on a key observation: generating talking head video from multi-modal input is a challenging problem and generating smooth video with fine facial details makes the problem even harder. Then we propose to decompose the problem solution into a main deep model, a pre- and a post- processing. The main deep model generates a reasonably good talking face video, with the aid of a pre-process, which also contributes to a post-process for restoring smooth and fine facial details in the final video. In particular, our main deep model reconstructs a 3D face from an input reference frame, and then uses an AudioNet to generate a sequence of facial expression coefficients with an input audio clip. To ensure final facial details in the generated video, we sample the original texture from the reference frame in the pre-process with the aid of reconstructed 3D face and a predefined UV map. Accordingly, in the post-process, we smooth the expression coefficients of adjacent frames to alleviate jitters and apply a pretrained face restoration module to recover the fine facial details. Experimental results and ablation study show the advantage of our proposed method. Tian Lv, Yu-Hui Wen, Zhiyao Sun, Zipeng Ye, Yong-Jin Liu 0001 |
ACM Multimedia | 1 |
| 2022 | Optimal Pose Guided Redirected Walking with Pose Score PrecomputationabstractRedirected walking (RDW) aims to reduce the collisions in the physical space for VR applications. However, most of the previous RDW methods do not consider future possibilities of collisions after imperceptibly redirecting users. In this paper, we combine the subtle RDW methods and reset strategy in our method design and propose a novel solution for RDW that can make better use of physical space and trigger fewer resets. The key idea of our method is to discretize the representation of possible user positions and orientations by a series of standard poses and rate them based on the possibilities of hitting obstacles of their reachable poses. A transfer path algorithm is proposed to measure the accessibility among standard poses and is used to support the calculation of the scores of standard poses. Using our method, the user can be redirected imperceptibly to the optimal pose with the best score among all the reachable poses from the user’s current pose during walking. Experiments demonstrate that our method outperforms state-of-the-art methods in various environment sizes and obstacle layouts. Sen-Zhe Xu 0001, Tian Lv, Guangrong He, Chia-Hao Chen, Song-Hai Zhang |
VR | 2 |