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Ruizhao Chen

dblp:270/0602 · DBLP profile ↗
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4ranked-venue papers
2as first author
4since 2021 · last 2024
0000-0002-3056-0186ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 4 · 2 first-author · 4 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
2 papers
Computer animation and physical simulation · 70% Virtual and augmented reality · 30%
Human-computer interaction and pervasive computing
1 paper
Interaction techniques and input · 100%
Artificial intelligence
2 papers
Trustworthy machine learning · 45% Generative modeling · 41% Deep learning architectures and training · 14%

Topics — the 9 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation › motion transfer
motion style transfer
0.812024
StyleVR: Stylizing Character Animations With Normalizing Flows · IEEE Trans. Vis. Comput. Graph. 2024
Computer animation and physical simulation › motion synthesis › controllable motion generation
stylized motion generation
0.812024
StyleVR: Stylizing Character Animations With Normalizing Flows · IEEE Trans. Vis. Comput. Graph. 2024
Virtual and augmented reality
immersive content generation
0.712023
Double Doodles: Sketching Animation in Immersive Environment With 3+6 DOFs Motion Gestures · ACM Multimedia 2023
Interaction techniques and input
gesture input
0.712023
Double Doodles: Sketching Animation in Immersive Environment With 3+6 DOFs Motion Gestures · ACM Multimedia 2023
Interaction techniques and input › input sensing › gesture recognition
motion gesture recognition
0.712023
Double Doodles: Sketching Animation in Immersive Environment With 3+6 DOFs Motion Gestures · ACM Multimedia 2023
Machine learning › Trustworthy machine learning
interpretability
0.512021
Building Interpretable Interaction Trees for Deep NLP Models · AAAI 2021
Machine learning › Generative modeling › normalizing flow
conditional normalizing flow
0.212024
StyleVR: Stylizing Character Animations With Normalizing Flows · IEEE Trans. Vis. Comput. Graph. 2024
Machine learning › Generative modeling
normalizing flow
0.212024
StyleVR: Stylizing Character Animations With Normalizing Flows · IEEE Trans. Vis. Comput. Graph. 2024
Machine learning › Deep learning architectures and training
transformer
0.112021
Building Interpretable Interaction Trees for Deep NLP Models · AAAI 2021

Methods — techniques the papers use, named apart from their topics

normalizing flow · 1.5latent space encoding · 1.5motion gesture classification · 1.3deep learning · 1.3shapley value · 0.5interaction tree · 0.5
YearPublicationVenuePosition
2024 StyleVR: Stylizing Character Animations With Normalizing Flows
abstract
The significance of artistry in creating animated virtual characters is widely acknowledged, and motion style is a crucial element in this process. There has been a long-standing interest in stylizing character animations with style transfer methods. However, this kind of models can only deal with short-term motions and yield deterministic outputs. To address this issue, we propose a generative model based on normalizing flows for stylizing long and aperiodic animations in the VR scene. Our approach breaks down this task into two sub-problems: motion style transfer and stylized motion generation, both formulated as the instances of conditional normalizing flows with multi-class latent space. Specifically, we encode high-frequency style features into the latent space for varied results and control the generation process with style-content labels for disentangled edits of style and content. We have developed a prototype, StyleVR, in Unity, which allows casual users to apply our method in VR. Through qualitative and quantitative comparisons, we demonstrate that our system outperforms other methods in terms of style transfer as well as stochastic stylized motion generation.
Bin Ji 0004, Yichao Yan, Ruizhao Chen, Xiaokang Yang 0001
IEEE Trans. Vis. Comput. Graph.4
2023 Double Doodles: Sketching Animation in Immersive Environment With 3+6 DOFs Motion Gestures
abstract
We present "Double Doodles'' to make full use of two sequential inputs of a VR controller with 9 DOFs in total, 3 DOFs of the first input sequence for the generation of motion paths and 6 DOFs of the second input sequence for motion gestures. While engineering our system, we take ergonomics into consideration and design a set of user-defined motion gestures to describe character motions. We employ a real-time deep learning-based approach for highly accurate motion gesture classification. We then integrate our approach into a prototype system, and it allows users to directly create character animations in VR environments using motion gestures with a VR controller, followed by animation preview and animation interactive editing. Finally, we evaluate the feasibility and effectiveness of our system through a user study, demonstrating the usefulness of our system for visual storytelling dedicated to amateurs, as well as for providing fast drafting tools for artists.
Ruizhao Chen, Zhigang Deng 0001, Lili Wang 0006, Lizhuang Ma
ACM Multimedia1
2023 Neural 3D face rendering conditioned on 2D appearance via GAN disentanglement method
Ruizhao Chen, Ran Yi 0002, Tuanfeng Y. Wang, Lizhuang Ma
Comput. Graph.1
2021 Building Interpretable Interaction Trees for Deep NLP Models
abstract
This paper proposes a method to disentangle and quantify interactions among words that are encoded inside a DNN for natural language processing. We construct a tree to encode salient interactions extracted by the DNN. Six metrics are proposed to analyze properties of interactions between constituents in a sentence. The interaction is defined based on Shapley values of words, which are considered as an unbiased estimation of word contributions to the network prediction. Our method is used to quantify word interactions encoded inside the BERT, ELMo, LSTM, CNN, and Transformer networks. Experimental results have provided a new perspective to understand these DNNs, and have demonstrated the effectiveness of our method.
Die Zhang, Hao Zhang 0063, Huilin Zhou, Xiaoyi Bao, Da Huo 0002, Ruizhao Chen, Xu Cheng 0005, Mengyue Wu, Quanshi Zhang
AAAI6