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Ruihang Zhang

dblp:355/0558 · DBLP profile ↗
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5ranked-venue papers
1as first author
5since 2021 · last 2025
—ORCID · conflict

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

Artificial intelligence and machine learning · 2 · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021Databases, data management, data science and information retrieval · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 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.

Artificial intelligence
2 papers
Generative modeling · 44% Language models and text generation · 44% 3D vision · 13%
Computer graphics and multimedia
2 papers
Visual content generation and editing · 91% Virtual and augmented reality · 9%

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

TopicWeightPapersLastEvidence papers
Machine learning › Generative modeling
diffusion model
0.912025
CAP4D: Creating Animatable 4D Portrait Avatars with Morphable Multi-View Diffusion Models · CVPR 2025
Machine learning › Generative modeling › diffusion model › 3d-aware diffusion
multi-view diffusion
0.912025
CAP4D: Creating Animatable 4D Portrait Avatars with Morphable Multi-View Diffusion Models · CVPR 2025
Natural language and speech › Language models and text generation › large language model reasoning
self-correction
0.912025
Can LLMs Correct Themselves? A Benchmark of Self-Correction in LLMs · NeurIPS 2025
Visual content generation and editing
3d content creation
0.912025
CAP4D: Creating Animatable 4D Portrait Avatars with Morphable Multi-View Diffusion Models · CVPR 2025
Visual content generation and editing
avatar generation
0.912025
MVP4D: Multi-View Portrait Video Diffusion for Animatable 4D Avatars · SIGGRAPH Asia 2025
Visual content generation and editing › video generation
video diffusion
0.912025
MVP4D: Multi-View Portrait Video Diffusion for Animatable 4D Avatars · SIGGRAPH Asia 2025
Computer vision › 3D vision
3d reconstruction
0.312025
CAP4D: Creating Animatable 4D Portrait Avatars with Morphable Multi-View Diffusion Models · CVPR 2025
Computer vision › 3D vision › 3d reconstruction
multi-view reconstruction
0.312025
CAP4D: Creating Animatable 4D Portrait Avatars with Morphable Multi-View Diffusion Models · CVPR 2025
Virtual and augmented reality › avatar
avatar animation
0.312025
CAP4D: Creating Animatable 4D Portrait Avatars with Morphable Multi-View Diffusion Models · CVPR 2025

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

neural rendering · 1.7morphable multi-view diffusion · 1.7video diffusion model · 0.9fine-tuning · 0.9distillation · 0.9chain-of-thought · 0.9
YearPublicationVenuePosition
2025 CAP4D: Creating Animatable 4D Portrait Avatars with Morphable Multi-View Diffusion Models
abstract
Reconstructing photorealistic and dynamic portrait avatars from images is essential to many applications, including advertising, visual effects, and virtual reality. Depending on the application, avatar reconstruction involves different capture setups and constraints—for example, visual effects studios use camera arrays to capture hundreds of reference images, while content creators may seek to animate a single portrait image downloaded from the internet. As such, there is a large and heterogeneous ecosystem of methods for avatar reconstruction. Techniques based on multi-view stereo or neural rendering achieve the highest quality results, but require hundreds of reference images. Recent generative models produce convincing avatars from a single reference image, but visual fidelity lags behind multi-view techniques. Here, we present CAP4D: an approach that uses a morphable multi-view diffusion model to reconstruct photoreal 4D (dynamic 3D) portrait avatars from any number of reference images (i.e., one to 100) and animate and render them in real time. Our approach demonstrates state-of-the-art performance for single-, few-, and multi-image 4D portrait avatar reconstruction, and takes steps to bridge the gap in visual fidelity between single-image and multi-view reconstruction techniques.
Felix Taubner, Ruihang Zhang, Mathieu Tuli, David B. Lindell
CVPR2
2025 Can LLMs Correct Themselves? A Benchmark of Self-Correction in LLMs
abstract
Self-correction of large language models (LLMs) emerges as a critical component for enhancing their reasoning performance. Although various self-correction methods have been proposed, a comprehensive evaluation of these methods remains largely unexplored, and the question of whether LLMs can truly correct themselves is a matter of significant interest and concern. In this study, we introduce CorrectBench, a benchmark developed to evaluate the effectiveness of self-correction strategies, including intrinsic, external, and fine-tuned approaches, across three tasks: commonsense reasoning, mathematical reasoning, and code generation. Our findings reveal that: 1) Self-correction methods can improve accuracy, especially for complex reasoning tasks; 2) Mixing different self-correction strategies yields further improvements, though it reduces efficiency; 3) Reasoning LLMs (e.g., DeepSeek-V3) have limited optimization under additional self-correction methods and have high time costs. Interestingly, a comparatively simple chain-of-thought (CoT) baseline demonstrates competitive accuracy and efficiency. These results underscore the potential of self-correction to enhance LLM's reasoning performance while highlighting the ongoing challenge of improving their efficiency. Consequently, we advocate for further research focused on optimizing the balance between reasoning capabilities and operational efficiency.
Guiyao Tie, Zenghui Yuan, Zeli Zhao, Chaoran Hu, Tianhe Gu, Ruihang Zhang, Sizhe Zhang, Junran Wu, Xiaoyue Tu, Ming Jin 0005, Qingsong Wen, Lixing Chen, Pan Zhou 0001, Lichao Sun 0001
NeurIPS6
2025 MVP4D: Multi-View Portrait Video Diffusion for Animatable 4D Avatars
abstract
Digital human avatars aim to simulate the dynamic appearance of humans in virtual environments, enabling immersive experiences across gaming, film, virtual reality, and more. However, the conventional process for creating and animating photorealistic human avatars is expensive and time-consuming, requiring large camera capture rigs and significant manual effort from professional 3D artists. With the advent of capable image and video generation models, recent methods enable automatic rendering of realistic animated avatars from a single casually captured reference image of a target subject. While these techniques significantly lower barriers to avatar creation and offer compelling realism, they lack constraints provided by multi-view information or an explicit 3D representation. So, image quality and realism degrade when rendered from viewpoints that deviate strongly from the reference image. Here, we build a video model that generates animatable multi-view videos of digital humans based on a single reference image and target expressions. Our model, MVP4D, is based on a state-of-the-art pre-trained video diffusion model and generates hundreds of frames simultaneously from viewpoints varying by up to 360 degrees around a target subject. We show how to distill the outputs of this model into a 4D avatar that can be rendered in real-time. Our approach significantly improves the realism, temporal consistency, and 3D consistency of generated avatars compared to previous methods.
Felix Taubner, Ruihang Zhang, Mathieu Tuli, Sherwin Bahmani, David B. Lindell
SIGGRAPH Asia2
2023 Resource Optimization in Time-Varying Wireless Sensing and Localization Networks
abstract
Wireless localization and sensing both rely on the accurate extraction of wideband signal metrics, such as the delay and Doppler shift. The integrated sensing and localization (ISAL) aims to improve the hardware and spectrum utilization by taking advantage of the similarity between wireless localization and sensing. Generally, there are two schemes to realize the localization and sensing functions in the multi-slot integrated sensing and localization network: the two-step scheme and the integrated scheme. Considering the complexity, this paper proposes a dual-slot integrated sensing and localization network model with spatiotemporal cooperation information, and gives the Fisher information matrix (FIM) exploiting all the channel state information (CSI) of the model. Moreover, the energy allocation strategy between the two slots and the power allocation strategy in each single slot are formulated and solved. The numerical results show that by applying the resource optimization strategies, the target sensing accuracy achieved by the two-step scheme is able to exceed that achieved by the integrated scheme.
Ruihang Zhang, Jiayan Yang
VTC2023-Spring1
2023 Multiheaded deep learning chatbot for increasing production and marketing
Shiyong Zheng, Zahrah Yahya, Ruihang Zhang, Azadeh Noori Hoshyar
Inf. Process. Manag.4