Zhijing Shao

dblp:359/4184 · DBLP profile ↗
← Back
7ranked-venue papers
2as first author
7since 2021 · last 2025
0009-0008-3204-3271ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 7 · 2 first-author · 7 since 2021Artificial intelligence and machine learning · 2 · 1 first-author · 2 since 2021
YearPublicationVenuePosition
2025 DEGAS: Detailed Expressions on Full-Body Gaussian Avatars
abstract
Although neural rendering has made significant ad-vances in creating lifelike, animatable full-body and head avatars, incorporating detailed expressions into full-body avatars remains largely unexplored. We present DEGAS, the first 3D Gaussian Splatting (3DGS)-based modeling method for full-body avatars with rich facial expressions. Trained on multiview videos of a given subject, our method learns a conditional variational autoencoder that takes both the body motion and facial expression as driving signals to generate Gaussian maps in the UV layout. To drive the facial expressions, instead of the commonly used 3D Mor-phable Models (3DMMs) in 3D head avatars, we propose to adopt the expression latent space trained solely on 2D portrait images, bridging the gap between 2D talking faces and 3D avatars. Leveraging the rendering capability of 3DGS and the rich expressiveness of the expression latent space, the learned avatars can be reenacted to reproduce photo-realistic rendering images with subtle and accurate facial expressions. Experiments on an existing dataset and our newly proposed dataset offull-body talking avatars demonstrate the efficacy of our method. We also propose an audio-driven extension of our method with the help of 2D talking faces, opening new possibilities for interactive AI agents. Project page: https://initialneil.github.io/DEGAS.
Zhijing Shao, Duotun Wang, Qing-Yao Tian, Yao-Dong Yang, Hengyu Meng, Yu Zhang 0166, Kang Zhang 0001, Zeyu Wang 0003
3DV1
2025 HeadEvolver: Text to Head Avatars via Expressive and Attribute-Preserving Mesh Deformation
abstract
Current text-to-avatar methods often rely on implicit representations (e.g., NeRF, SDF, and DMTet), leading to 3D content that artists cannot easily edit and animate in graphics software. This paper introduces a novel framework for generating stylized head avatars from text guidance, which leverages locally learnable mesh deformation and 2D diffusion priors to achieve high-quality digital assets for attribute-preserving manipulation. Given a template mesh, our method represents mesh deformation with perface Jacobians and adaptively modulates local deformation using a learnable vector field. This vector field enables anisotropic scaling while preserving the rotation of vertices, which can better express identity and geometric details. We also employ landmark- and contour-based regularization terms to balance the expressiveness and plausibility of generated head avatars from multiple views without relying on any specific shape prior. Our framework can generate realistic shapes and textures that can be further edited via text, while supporting seamless editing using the preserved attributes from the template mesh, such as 3DMM parameters, blendshapes, and UV coordinates. Extensive experiments demonstrate that our framework can generate diverse and expressive head avatars with high-quality meshes that artists can easily manipulate in 3D graphics software, facilitating downstream applications such as efficient asset creation and animation with preserved attributes.
Duotun Wang, Hengyu Meng, Zhijing Shao, Qianxi Liu, Lin Wang 0025, Mingming Fan 0001, Xiaohang Zhan, Zeyu Wang 0003
3DV4
2025 Hi-Reco: High-Fidelity Real-Time Conversational Digital Humans
Hongbin Huang, Tianxin Xie, Cekai Weng, Yaodong Yang 0001, Jing Tang 0004, Zhijing Shao
CGI (1)10
2025 Text2VDM: Text to Vector Displacement Maps for Expressive and Interactive 3D Sculpting
abstract
Professional 3D asset creation often requires diverse sculpting brushes to add surface details and geometric structures. Despite recent progress in 3D generation, producing reusable sculpting brushes compatible with artists' workflows remains an open and challenging problem. These sculpting brushes are typically represented as vector displacement maps (VDMs), which existing models cannot easily generate compared to natural images. This paper presents Text2VDM, a novel framework for text-to-VDM brush generation through the deformation of a dense planar mesh guided by score distillation sampling (SDS). The original SDS loss is designed for generating full objects and struggles with generating desirable sub-object structures from scratch in brush generation. We refer to this issue as semantic coupling, which we address by introducing weighted blending of prompt tokens to SDS, resulting in a more accurate target distribution and semantic guidance. Experiments demonstrate that Text2VDM can generate diverse, high-quality VDM brushes for sculpting surface details and geometric structures. Our generated brushes can be seamlessly integrated into mainstream modeling software, enabling various applications such as mesh stylization and real-time interactive modeling.
Hengyu Meng, Duotun Wang, Zhijing Shao, Zeyu Wang 0003
ICCV3
2024 SplattingAvatar: Realistic Real-Time Human Avatars With Mesh-Embedded Gaussian Splatting
abstract
We present SplattingAvatar, a hybrid 3D representation of photorealistic human avatars with Gaussian Splatting em-bedded on a triangle mesh, which renders over 300 FPS on a modern GPU and 30 FPS on a mobile device. We disentangle the motion and appearance of a virtual human with explicit mesh geometry and implicit appearance modeling with Gaus-sian Splatting. The Gaussians are defined by barycentric coordinates and displacement on a triangle mesh as Phong surfaces. We extend lifted optimization to simultaneously op-timize the parameters of the Gaussians while walking on the triangle mesh. SplattingAvatar is a hybrid representation of virtual humans where the mesh represents low-frequency motion and surface deformation, while the Gaussians take over the high-frequency geometry and detailed appearance. Un-like existing deformation methods that rely on an MLP-based linear blend skinning (LBS) field for motion, we control the rotation and translation of the Gaussians directly by mesh, which empowers its compatibility with various animation techniques, e.g., skeletal animation, blend shapes, and mesh editing. Trainable from monocular videos for both full-body and head avatars, SplattingAvatar shows state-of-the-art ren-dering quality across multiple datasets. Code and data are available at https://github.com/initialneil/SplattingAvatar.
Zhijing Shao, Duotun Wang, Xiangru Lin, Yu Zhang 0166, Mingming Fan 0001, Zeyu Wang 0003
CVPR1
2024 SMPLX-Lite: A Realistic and Drivable Avatar Benchmark with Rich Geometry and Texture Annotations
abstract
Recovering photorealistic and drivable full-body avatars is crucial for numerous applications, including virtual reality, 3D games, and tele-presence. Most methods, whether reconstruction or generation, require large numbers of human motion sequences and corresponding textured meshes. To easily learn a drivable avatar, a reasonable parametric body model with unified topology is paramount. However, existing human body datasets either have images or textured models and lack parametric models which fit clothes well. We propose a new parametric model SMPLX-Lite-D, which can fit detailed geometry of the scanned mesh while maintaining stable geometry in the face, hand and foot regions. We present SMPLX-Lite dataset, the most comprehensive clothing avatar dataset with multi-view RGB sequences, keypoints annotations, textured scanned meshes, and textured SMPLX-Lite-D models. With the SMPLX-Lite dataset, we train a conditional variational autoencoder model that takes human pose and facial keypoints as input, and generates a photorealistic drivable human avatar.
Yujiao Jiang, Qingmin Liao, Xiangru Lin, Zongqing Lu 0001, Yuxi Zhao, Hanqing Wei, Jingrui Ye, Yu Zhang 0166, Zhijing Shao
ICME10
2023 Patchmatch Stereo++: Patchmatch Binocular Stereo with Continuous Disparity Optimization
abstract
Current deep-learning-based stereo matching algorithms achieve remarkably low error rates but they suffer from the edge ambiguity effect. The primary reason is that they treat disparity estimation as a labeling problem, constructing a cost volume based on uniform discrete pixel-wise labels. It is insufficient to model the continuous disparity probability distribution (DPD), which harms the accuracy of complex regions. Moreover, current cost aggregation strategies cannot process unstructured disparity candidates very well, which is one of the bottlenecks limiting continuous modeling. We propose Patchmatch Stereo++, inspired by the traditional Patchmatch Stereo to achieve better continuous disparity optimization in deep-learning-based methods. Firstly, to model accurate continuous DPD, we introduce an adaptive dense sub-pixel sampling strategy to binocular stereo and approximate a continuous unstructured DPD for every pixel. Secondly, we design a convolution-based optimizer that can accept unstructured disparity candidates to parse the above continuous DPD in an adaptive manner and perform updates accordingly. Extensive experiments demonstrate our method has the best performance among existing stereo matching networks at the edges, both quantitatively and qualitatively. At the time of submission, compared with published works pre-trained on SceneFlow, we rank 1st in the foreground of KITTI and 2nd on SceneFlow, ETH3D under various metrics.The source code will be released.
Wenjia Ren, Qingmin Liao, Zhijing Shao, Xiangru Lin, Xin Yue, Yu Zhang 0166, Zongqing Lu 0001
ACM Multimedia3