VLDB 2026 Research / reviewers in the wild / expert
Boyao Zhou
dblp:226/1527
· DBLP profile ↗
14ranked-venue papers
5as first author
13since 2021 · last 2026
0009-0004-4583-2676ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 13 · 5 first-author · 12 since 2021Artificial intelligence and machine learning · 12 · 4 first-author · 11 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Tessellation GS: Neural Mesh Gaussians for Robust Monocular Reconstruction of Dynamic Objectsabstract3D Gaussian Splatting (GS) enables highly photorealistic scene reconstruction from posed image sequences but struggles with viewpoint extrapolation due to its anisotropic nature, leading to overfitting and poor generalization, particularly in sparse-view and dynamic scene reconstruction. We propose Tessellation GS, a structured 2D GS approach anchored on mesh faces, to reconstruct dynamic scenes from a single continuously moving or static camera. Our method constrains 2D Gaussians to localized regions and infers their attributes via hierarchical neural features on mesh faces. Gaussian subdivision is guided by an adaptive face subdivision strategy driven by a detail-aware loss function. Additionally, we leverage priors from a reconstruction foundation model to initialize Gaussian deformations, enabling robust reconstruction of general dynamic objects from a single static camera, previously extremely challenging for optimization-based methods. Our method outperforms previous SOTA method, reducing LPIPS by 29.1% and Chamfer distance by 49.2% on appearance and mesh reconstruction tasks. Shuohan Tao, Boyao Zhou, Hanzhang Tu, Yuwang Wang, Yebin Liu |
3DV | 2 |
| 2026 | Splat-SAP: Feed-Forward Gaussian Splatting for Human-Centered Scene with Scale-Aware Point Map ReconstructionabstractWe present Splat-SAP, a feed-forward approach to render novel views of human-centered scenes from binocular cameras with large sparsity. Gaussian Splatting has shown its promising potential in rendering tasks, but it typically necessitates per-scene optimization with dense input views. Although some recent approaches achieve feed-forward Gaussian Splatting rendering through geometry priors obtained by multi-view stereo, such approaches still require largely overlapped input views to establish the geometry prior. To bridge this gap, we leverage pixel-wise point map reconstruction to represent geometry which is robust to large sparsity for its independent view modeling. In general, we propose a two-stage learning strategy. In stage 1, we transform the point map into real space via an iterative affinity learning process, which facilitates camera control in the following. In stage 2, we project point maps of two input views onto the target view plane and refine such geometry via stereo matching. Furthermore, we anchor Gaussian primitives on this refined plane in order to render high-quality images. As a metric representation, the scale-aware point map in stage 1 is trained in a self-supervised manner without 3D supervision and stage 2 is supervised with photo-metric loss. We collect multi-view human-centered data and demonstrate that our method improves both the stability of point map reconstruction and the visual quality of free-viewpoint rendering. Boyao Zhou, Shunyuan Zheng, Zhanfeng Liao, Zihan Ma 0011, Hanzhang Tu, Boning Liu 0001, Yebin Liu |
AAAI | 1 |
| 2025 | ManiVideo: Generating Hand-Object Manipulation Video with Dexterous and Generalizable GraspingabstractIn this paper, we introduce ManiVideo, a novel method for generating consistent and temporally coherent bimanual hand-object manipulation videos from given motion sequences of hands and objects. The core idea of ManiVideo is the construction of a multi-layer occlusion (MLO) representation that learns 3D occlusion relationships from occlusion-free normal maps and occlusion confidence maps. By embedding the MLO structure into the UNet in two forms, the model enhances the 3D consistency of dexterous hand-object manipulation. To further achieve the generalizable grasping of objects, we integrate Objaverse, a large-scale 3D object dataset, to address the scarcity of video data, thereby facilitating the learning of extensive object consistency. Additionally, we propose an innovative training strategy that effectively integrates multiple datasets, supporting downstream tasks such as human-centric hand-object manipulation video generation. Through extensive experiments, we demonstrate that our approach not only achieves video generation with plausible hand-object interaction and generalizable objects, but also outperforms existing SOTA methods. Project: https://carlyx.github.io/manivideo/ Youxin Pang, Ruizhi Shao, Jiajun Zhang 0012, Hanzhang Tu, Yun Liu 0018, Boyao Zhou, Hongwen Zhang 0001, Yebin Liu |
CVPR | 6 |
| 2025 | GBC-Splat: Generalizable Gaussian-Based Clothed Human Digitalization under Sparse RGB CamerasabstractWe present an efficient approach for generalizable clothed human digitalization, termed GBC-Splat. Unlike previous methods that necessitate per-subject optimizations or discount watertight geometry, the proposed method is dedicated to reconstructing complete human shapes and Gaussian Splatting via sparse view RGB inputs in a feed-forward manner. We first extract a fine-grained mesh using a combination of implicit occupancy field regression and explicit disparity estimation between views. The reconstructed high-quality geometry allows us to easily anchor Gaussian primitives to mesh surface according to surface normal and texture, which allows 6-DoF photorealistic novel view synthesis. In addition, we introduce a simple yet effective algorithm to subdivide Gaussian primitives in high-frequency areas to further enhance the visual quality. Without the assistance of human parametric models, our method can tackle loose garments, such as dresses and costumes. Our method outperforms state-of-the-art methods in terms of novel view synthesis while keeping high efficiency, enabling the potential of deployment in real-time applications. Hanzhang Tu, Zhanfeng Liao, Boyao Zhou, Shunyuan Zheng, Liuxin Zhang, Qianying Wang 0002, Yebin Liu |
CVPR | 3 |
| 2025 | HADES: Human Avatar with Dynamic Explicit Hair Strands
Zhanfeng Liao, Hanzhang Tu, Hongwen Zhang 0001, Boyao Zhou, Yebin Liu |
ICCV | 5 |
| 2025 | Ins-HOI: Instance Aware Human-Object Interactions RecoveryabstractAccurately modeling detailed interactions between human/hand and object is an appealing yet challenging task. Current multi-view capture systems are only capable of reconstructing multiple subjects into a single, unified mesh, which fails to model the states of each instance individually during interactions. To address this, previous methods use template-based representations to track human/hand and object. However, the quality of the reconstructions is limited by the descriptive capabilities of the templates so these methods inherently struggle with geometric details, pressing deformations and invisible contact surfaces. In this work, we propose an end-to-end Instance-aware Human-Object Interactions recovery (Ins-HOI) framework by introducing an instance-level occupancy field representation. However, the real-captured data is presented as a holistic mesh, unable to provide instance-level supervision. To address this, we further propose a complementary training strategy that leverages synthetic data to introduce instance-level shape priors, enabling the disentanglement of occupancy fields for different instances. Specifically, synthetic data, created by randomly combining individual scans of humans/hands and objects, guides the network to learn a coarse prior of instances. Meanwhile, real-captured data helps in learning the overall geometry and restricting interpenetration in contact areas. As demonstrated in experiments, our method Ins-HOI supports instance-level reconstruction and provides reasonable and realistic invisible contact surfaces even in cases of extremely close interaction. To facilitate research on this task, we collect a large-scale, high-fidelity 3D scan dataset, including 5.2 k high-quality scans with real-world human-chair and hand-object interactions. The code and data will be public for research purposes. Jiajun Zhang 0012, Yuxiang Zhang 0006, Hongwen Zhang 0001, Xiao Zhou 0019, Boyao Zhou, Ruizhi Shao, Zonghai Hu, Yebin Liu |
IEEE Trans. Pattern Anal. Mach. Intell. | 5 |
| 2024 | GaussianAvatar: Towards Realistic Human Avatar Modeling from a Single Video via Animatable 3D GaussiansabstractWe present GaussianAvatar, an efficient approach to cre-ating realistic human avatars with dynamic 3D appear-ances from a single video. We start by introducing animat-able 3D Gaussians to explicitly represent humans in var-ious poses and clothing styles. Such an explicit and ani-matable representation can fuse 3D appearances more effi-ciently and consistently from 2D observations. Our repre-sentation is further augmented with dynamic properties to support pose-dependent appearance modeling, where a dy-namic appearance network along with an optimizable feature tensor is designed to learn the motion-to-appearance mapping. Moreover, by leveraging the differentiable motion condition, our method enables a joint optimization of motions and appearances during avatar modeling, which helps to tackle the long-standing issue of inaccurate motion esti-mation in monocular settings. The efficacy of GaussianA-vatar is validated on both the public dataset and our col-lected dataset, demonstrating its superior performances in terms of appearance quality and rendering efficiency. The code and dataset are available at https://github.com/aipixel/GaussianAvatar. Liangxiao Hu, Hongwen Zhang 0001, Yuxiang Zhang 0006, Boyao Zhou, Boning Liu 0001, Shengping Zhang, Liqiang Nie |
CVPR | 4 |
| 2024 | Control4D: Efficient 4D Portrait Editing With TextabstractWe introduce Control4D, an innovative framework for editing dynamic 4D portraits using text instructions. Our method addresses the prevalent challenges in 4D editing, notably the inefficiencies of existing 4D representations and the inconsistent editing effect caused by diffusion-based editors. We first propose GaussianPlanes, a novel 4D representation that makes Gaussian Splatting more structured by applying plane-based decomposition in 3D space and time. This enhances both efficiency and robustness in 4D editing. Furthermore, we propose to leverage a 4D generator to learn a more continuous generation space from inconsistent edited images produced by the diffusion-based editor, which effectively improves the consistency and quality of 4D editing. Comprehensive evaluation demonstrates the superiority of Control4D, including significantly reduced training time, high-quality rendering, and spatial-temporal consistency in 4D portrait editing. The link to our project website is: https://control4darxiv.github.io/ Ruizhi Shao, Jingxiang Sun, Zerong Zheng, Boyao Zhou, Hongwen Zhang 0001, Yebin Liu |
CVPR | 5 |
| 2024 | GPS-Gaussian: Generalizable Pixel-Wise 3D Gaussian Splatting for Real-Time Human Novel View SynthesisabstractWe present a new approach, termed GPS-Gaussian, for synthesizing novel views of a character in a real-time manner. The proposed method enables 2K-resolution rendering under a sparse-view camera setting. Unlike the original Gaussian Splatting or neural implicit rendering methods that necessitate per-subject optimizations, we introduce Gaussian parameter maps defined on the source views and regress directly Gaussian Splatting properties for instant novel view synthesis without any fine-tuning or optimization. To this end, we train our Gaussian parameter regression module on a large amount of human scan data, jointly with a depth estimation module to lift 2D parameter maps to 3D space. The proposed framework is fully differentiable and experiments on several datasets demonstrate that our method outperforms state-of-the-art methods while achieving an exceeding rendering speed. The code is available at https://github.com/aipixel/GPS-Gaussian. Shunyuan Zheng, Boyao Zhou, Ruizhi Shao, Boning Liu 0001, Shengping Zhang, Liqiang Nie, Yebin Liu |
CVPR | 2 |
| 2023 | Human Body Shape Completion with Implicit Shape and Flow LearningabstractIn this paper, we investigate how to complete human body shape models by combining shape and flow estimation given two consecutive depth images. Shape completion is a challenging task in computer vision that is highly under-constrained when considering partial depth observations. Besides model based strategies that exploit strong priors, and consequently struggle to preserve fine geometric details, learning based approaches build on weaker assumptions and can benefit from efficient implicit representations. We adopt such a representation and explore how the motion flow between two consecutive frames can contribute to the shape completion task. In order to effectively exploit the flow information, our architecture combines both estimations and implements two features for robustness: First, an all-to-all attention module that encodes the correlation between points in the same frame and between corresponding points in different frames; Second, a coarse-dense to fine-sparse strategy that balances the representation ability and the computational cost. Our experiments demonstrate that the flow actually benefits human body model completion. They also show that our method outperforms the state-of-the-art approaches for shape completion on 2 benchmarks, considering different human shapes, poses, and clothing. Boyao Zhou, Di Meng, Jean-Sébastien Franco, Edmond Boyer |
CVPR | 1 |
| 2023 | Leveraging Intrinsic Properties for Non-Rigid Garment AlignmentabstractWe address the problem of aligning real-world 3D data of garments, which benefits many applications such as texture learning, physical parameter estimation, generative modeling of garments, etc. Existing extrinsic methods typically perform non-rigid iterative closest point and struggle to align details due to incorrect closest matches and rigidity constraints. While intrinsic methods based on functional maps can produce high-quality correspondences, they work under isometric assumptions and become unreliable for garment deformations which are highly non-isometric. To achieve wrinkle-level as well as texture-level alignment, we present a novel coarse-to-fine two-stage method that leverages intrinsic manifold properties with two neural deformation fields, in the 3D space and the intrinsic space, respectively. The coarse stage performs a 3D fitting, where we leverage intrinsic manifold properties to define a manifold deformation field. The coarse fitting then induces a functional map that produces an alignment of intrinsic embeddings. We further refine the intrinsic alignment with a second neural deformation field for higher accuracy. We evaluate our method with our captured garment dataset, GarmCap. The method achieves accurate wrinkle-level and texture-level alignment and works for difficult garment types such as long coats. Our project page is https://jsnln.github.io/iccv2023intrinsic/index.html. Siyou Lin, Boyao Zhou, Zerong Zheng, Hongwen Zhang 0001, Yebin Liu |
ICCV | 2 |
| 2022 | Pyramidal Signed Distance Learning for Spatio-Temporal Human Shape Completion
Boyao Zhou, Jean-Sébastien Franco, Martin de La Gorce, Edmond Boyer |
ACCV (1) | 1 |
| 2021 | Spatio-Temporal Human Shape Completion With Implicit Function NetworksabstractWe address the problem of inferring a human shape from partial observations, such as depth images, in temporal sequences. Deep Neural Networks (DNN) have been shown successful to estimate detailed shapes on a frame-by-frame basis but consider yet little or no temporal information over frame sequences for detailed shape estimation. Recently, networks that implicitly encode shape occupancy using MLP layers have shown very promising results for such single-frame shape inference, with the advantage of reducing the dimensionality of the problem and providing continuously encoded results. In this work we propose to generalize implicit encoding to spatio-temporal shape inference with spatio-temporal implicit function networks or STIF-Nets, where temporal redundancy and continuity is expected to improve the shape and motion quality. To validate these added benefits, we collect and train with motion data from CAPE for dressed humans, and DFAUST for body shapes with no clothing. We show our model’s ability to estimate shapes for a set of input frames, and interpolate between them. Our results show that our method outpetforms existing state of the art methods, in particular the single-frame methods for detailed shape estimation. Boyao Zhou, Jean-Sébastien Franco, Federica Bogo, Edmond Boyer |
3DV | 1 |
| 2020 | Reconstructing Human Body Mesh from Point Clouds by Adversarial GP Network
Boyao Zhou, Jean-Sébastien Franco, Federica Bogo, Bugra Tekin, Edmond Boyer |
ACCV (1) | 1 |