Demo Data from VLDB 2026 / reviewers in the wild / expert
Zijiao Zeng
dblp:344/1952
· DBLP profile ↗
5ranked-venue papers
0as first author
5since 2021 · last 2025
0009-0008-0378-373XORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 4 · 4 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 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
4 papers |
Computer animation and physical simulation · 66% Visual content generation and editing · 26% Virtual and augmented reality · 9% | |
| Artificial intelligence
4 papers |
Generative modeling · 62% 3D vision · 23% Graph learning · 12% |
Topics — the 18 heaviest of 18, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Visual content generation and editing
3d content creation |
1.5 | 2 | 2024 | EmoFace: Audio-driven Emotional 3D Face Animation · VR 2024 SyncDreamer: Generating Multiview-consistent Images from a Single-view Image · ICLR 2024 |
Computer animation and physical simulation
facial animation |
1.5 | 2 | 2024 | Expressive Talking Avatars · IEEE Trans. Vis. Comput. Graph. 2024 EmoFace: Audio-driven Emotional 3D Face Animation · VR 2024 |
Machine learning › Generative modeling › variational autoencoder
conditional variational autoencoder |
0.9 | 1 | 2025 | Diverse Motion In-Betweening From Sparse Keyframes With Dual Posture Stitching · IEEE Trans. Vis. Comput. Graph. 2025 |
Machine learning › Generative modeling
motion generation |
0.9 | 1 | 2025 | Diverse Motion In-Betweening From Sparse Keyframes With Dual Posture Stitching · IEEE Trans. Vis. Comput. Graph. 2025 |
Computer animation and physical simulation
character animation |
0.9 | 1 | 2025 | Diverse Motion In-Betweening From Sparse Keyframes With Dual Posture Stitching · IEEE Trans. Vis. Comput. Graph. 2025 |
Computer animation and physical simulation › motion synthesis › human motion synthesis
diverse motion generation |
0.9 | 1 | 2025 | Diverse Motion In-Betweening From Sparse Keyframes With Dual Posture Stitching · IEEE Trans. Vis. Comput. Graph. 2025 |
Computer animation and physical simulation › motion synthesis › motion interpolation
motion in-betweening |
0.9 | 1 | 2025 | Diverse Motion In-Betweening From Sparse Keyframes With Dual Posture Stitching · IEEE Trans. Vis. Comput. Graph. 2025 |
Computer animation and physical simulation
motion synthesis |
0.9 | 1 | 2025 | Diverse Motion In-Betweening From Sparse Keyframes With Dual Posture Stitching · IEEE Trans. Vis. Comput. Graph. 2025 |
Machine learning › Generative modeling
diffusion model |
0.8 | 1 | 2024 | SyncDreamer: Generating Multiview-consistent Images from a Single-view Image · ICLR 2024 |
Machine learning › Graph learning
graph clustering |
0.8 | 1 | 2024 | RoMo: A Robust Solver for Full-body Unlabeled Optical Motion Capture · SIGGRAPH Asia 2024 |
Computer vision › 3D vision › motion capture
human motion capture |
0.8 | 1 | 2024 | RoMo: A Robust Solver for Full-body Unlabeled Optical Motion Capture · SIGGRAPH Asia 2024 |
Machine learning › Generative modeling › 3d generative model
multi-view consistent generation |
0.8 | 1 | 2024 | SyncDreamer: Generating Multiview-consistent Images from a Single-view Image · ICLR 2024 |
Machine learning › Generative modeling › diffusion model › 3d-aware diffusion
multi-view diffusion |
0.8 | 1 | 2024 | SyncDreamer: Generating Multiview-consistent Images from a Single-view Image · ICLR 2024 |
Computer vision › 3D vision
novel view synthesis |
0.8 | 1 | 2024 | SyncDreamer: Generating Multiview-consistent Images from a Single-view Image · ICLR 2024 |
Virtual and augmented reality
avatar |
0.8 | 1 | 2024 | Expressive Talking Avatars · IEEE Trans. Vis. Comput. Graph. 2024 |
Visual content generation and editing › 3d content generation
image-to-3d generation |
0.8 | 1 | 2024 | SyncDreamer: Generating Multiview-consistent Images from a Single-view Image · ICLR 2024 |
Computer animation and physical simulation › facial animation
speech-driven facial animation |
0.8 | 1 | 2024 | EmoFace: Audio-driven Emotional 3D Face Animation · VR 2024 |
Natural language and speech › Speech recognition and synthesis
speech-driven animation |
0.2 | 1 | 2024 | EmoFace: Audio-driven Emotional 3D Face Animation · VR 2024 |
Methods — techniques the papers use, named apart from their topics
stitching loss · 1.7conditional variational autoencoder · 1.7adversarial autoregressive network · 1.7speech encoder · 1.5emotion encoder · 1.5diffusion model · 1.53d-aware attention · 1.5inverse kinematics · 0.8emotional talking avatar dataset · 0.8divide-and-conquer · 0.8audio-driven puppetry · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Diverse Motion In-Betweening From Sparse Keyframes With Dual Posture StitchingabstractIn-betweening is a technique for generating transitions given start and target character states. The majority of existing works require multiple (often 10) frames as input, which are not always available. In addition, they produce results that lack diversity, which may not fulfill artists' requirements. Addressing these gaps, our work deals with a focused yet challenging problem: generating diverse and high-quality transitions given exactly two frames (only the start and target frames). To cope with this challenging scenario, we propose a bi-directional motion generation and stitching scheme which generates forward and backward transitions from the start and target frames with two adversarial autoregressive networks, respectively, and stitches them midway between the start and target frames. In contrast to stitching at the start or target frames, where the ground truth cannot be altered, there is no strict midway ground truth. Thus, our method can capitalize on this flexibility and generate high-quality and diverse transitions simultaneously. Specifically, we employ conditional variational autoencoders (CVAEs) to implement our autoregressive networks and propose a novel stitching loss to stitch the bi-directional generated motions around the midway point. Extensive experiments demonstrate that our method achieves higher motion quality and more diverse results than existing methods on the LaFAN1, Human3.6m and AMASS datasets. Tianxiang Ren, Jubo Yu, Shihui Guo, Yutao Ouyang, Zijiao Zeng, Yazhan Zhang, Yipeng Qin |
IEEE Trans. Vis. Comput. Graph. | 6 |
| 2024 | SyncDreamer: Generating Multiview-consistent Images from a Single-view ImageabstractIn this paper, we present a novel diffusion model called SyncDreamer that generates multiview-consistent images from a single-view image. Using pretrained large-scale 2D diffusion models, recent work Zero123 demonstrates the ability to generate plausible novel views from a single-view image of an object. However, maintaining consistency in geometry and colors for the generated images remains a challenge. To address this issue, we propose a synchronized multiview diffusion model that models the joint probability distribution of multiview images, enabling the generation of multiview-consistent images in a single reverse process. SyncDreamer synchronizes the intermediate states of all the generated images at every step of the reverse process through a 3D-aware feature attention mechanism that correlates the corresponding features across different views. Experiments show that SyncDreamer generates images with high consistency across different views, thus making it well-suited for various 3D generation tasks such as novel-view-synthesis, text-to-3D, and image-to-3D. Project page: https://liuyuan-pal.github.io/SyncDreamer/. Yuan Liu 0025, Cheng Lin 0001, Zijiao Zeng, Xiaoxiao Long, Lingjie Liu, Taku Komura, Wenping Wang 0001 |
ICLR | 3 |
| 2024 | RoMo: A Robust Solver for Full-body Unlabeled Optical Motion CaptureabstractOptical motion capture (MoCap) is the "gold standard" for accurately capturing full-body motions. To make use of raw MoCap point data, the system labels the points with corresponding body part locations and solves the full-body motions. However, MoCap data often contains mislabeling, occlusion and positional errors, requiring extensive manual correction. To alleviate this burden, we introduce RoMo, a learning-based framework for robustly labeling and solving raw optical motion capture data. In the labeling stage, RoMo employs a divide-and-conquer strategy to break down the complex full-body labeling challenge into manageable subtasks: alignment, full-body segmentation and part-specific labeling. To utilize the temporal continuity of markers, RoMo generates marker tracklets using a K-partite graph-based clustering algorithm, where markers serve as nodes, and edges are formed based on positional and feature similarities. For motion solving, to prevent error accumulation along the kinematic chain, we introduce a hybrid inverse kinematic solver that utilizes joint positions as intermediate representations and adjusts the template skeleton to match estimated joint positions. We demonstrate that RoMo achieves high labeling and solving accuracy across multiple metrics and various datasets. Extensive comparisons show that our method outperforms state-of-the-art research methods. On a real dataset, RoMo improves the F1 score of hand labeling from 0.94 to 0.98, and reduces joint position error of body motion solving by 25%. Furthermore, RoMo can be applied in scenarios where commercial systems are inadequate. The code and data for RoMo are available at https://github.com/non-void/RoMo. Xinwei Jiang, Zijiao Zeng, Qilong Kou, He Wang 0002, Xiaogang Jin 0001 |
SIGGRAPH Asia | 4 |
| 2024 | EmoFace: Audio-driven Emotional 3D Face AnimationabstractAudio-driven emotional 3D face animation aims to generate emotionally expressive talking heads with synchronized lip movements. However, previous research has often overlooked the influence of diverse emotions on facial expressions or proved unsuitable for driving MetaHuman models. In response to this deficiency, we introduce EmoFace, a novel audio-driven methodology for creating facial animations with vivid emotional dynamics. Our approach can generate facial expressions with multiple emotions, and has the ability to generate random yet natural blinks and eye movements, while maintaining accurate lip synchronization. We propose independent speech encoders and emotion encoders to learn the relationship between audio, emotion and corresponding facial controller rigs, and finally map into the sequence of controller values. Additionally, we introduce two post-processing techniques dedicated to enhancing the authenticity of the animation, particularly in blinks and eye movements. Furthermore, recognizing the scarcity of emotional audio-visual data suitable for MetaHuman model manipulation, we contribute an emotional audio-visual dataset and derive control parameters for each frames. Our proposed methodology can be applied in producing dialogues animations of non-playable characters (NPCs) in video games, and driving avatars in virtual reality environments. Our further quantitative and qualitative experiments, as well as an user study comparing with existing researches show that our approach demonstrates superior results in driving 3D facial models. The code and sample data are available at https://github.com/SJTU-Lucy/EmoFace Chang Liu 0091, Qunfen Lin, Zijiao Zeng |
VR | 3 |
| 2024 | Expressive Talking AvatarsabstractStylized avatars are common virtual representations used in VR to support interaction and communication between remote collaborators. However, explicit expressions are notoriously difficult to create, mainly because most current methods rely on geometric markers and features modeled for human faces, not stylized avatar faces. To cope with the challenge of emotional and expressive generating talking avatars, we build the Emotional Talking Avatar Dataset which is a talking-face video corpus featuring 6 different stylized characters talking with 7 different emotions. Together with the dataset, we also release an emotional talking avatar generation method which enables the manipulation of emotion. We validated the effectiveness of our dataset and our method in generating audio based puppetry examples, including comparisons to state-of-the-art techniques and a user study. Finally, various applications of this method are discussed in the context of animating avatars in VR. Shuai Tan 0002, Shengran Cheng, Qunfen Lin, Zijiao Zeng, Kenny Mitchell |
IEEE Trans. Vis. Comput. Graph. | 5 |