Demo Data from VLDB 2026 / reviewers in the wild / expert
Haokai Pang
dblp:364/0068
· DBLP profile ↗
2ranked-venue papers
1as first author
2since 2021 · last 2026
0009-0002-4291-3732ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 2 since 2021Artificial intelligence and machine learning · 1 · 1 first-author · 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 |
Geometric modeling and processing · 58% Rendering · 35% Virtual and augmented reality · 7% | |
| Artificial intelligence
1 paper |
Generative modeling · 100% |
Topics — the 10 heaviest of 10, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Geometric modeling and processing › shape modeling
garment modeling |
1.0 | 1 | 2026 | InverseDraping: Recovering Sewing Patterns From 3D Garment Surfaces via BoxMesh Bridging · IEEE Trans. Vis. Comput. Graph. 2026 |
Geometric modeling and processing › shape modeling › garment modeling
sewing pattern reconstruction |
1.0 | 1 | 2026 | InverseDraping: Recovering Sewing Patterns From 3D Garment Surfaces via BoxMesh Bridging · IEEE Trans. Vis. Comput. Graph. 2026 |
Geometric modeling and processing
surface reconstruction |
1.0 | 1 | 2026 | InverseDraping: Recovering Sewing Patterns From 3D Garment Surfaces via BoxMesh Bridging · IEEE Trans. Vis. Comput. Graph. 2026 |
Rendering › dynamic scene representation
animatable human rendering |
0.8 | 1 | 2024 | ASH: Animatable Gaussian Splats for Efficient and Photoreal Human Rendering · CVPR 2024 |
Rendering
gaussian splatting |
0.8 | 1 | 2024 | ASH: Animatable Gaussian Splats for Efficient and Photoreal Human Rendering · CVPR 2024 |
Rendering
neural rendering |
0.8 | 1 | 2024 | ASH: Animatable Gaussian Splats for Efficient and Photoreal Human Rendering · CVPR 2024 |
Geometric modeling and processing
shape representation |
0.8 | 1 | 2024 | ASH: Animatable Gaussian Splats for Efficient and Photoreal Human Rendering · CVPR 2024 |
Machine learning › Generative modeling
autoregressive model |
0.3 | 1 | 2026 | InverseDraping: Recovering Sewing Patterns From 3D Garment Surfaces via BoxMesh Bridging · IEEE Trans. Vis. Comput. Graph. 2026 |
Virtual and augmented reality
avatar rendering |
0.2 | 1 | 2024 | ASH: Animatable Gaussian Splats for Efficient and Photoreal Human Rendering · CVPR 2024 |
Virtual and augmented reality › avatar rendering
real-time avatar rendering |
0.2 | 1 | 2024 | ASH: Animatable Gaussian Splats for Efficient and Photoreal Human Rendering · CVPR 2024 |
Methods — techniques the papers use, named apart from their topics
boxmesh intermediate representation · 2.0autoregressive model · 2.0gaussian splatting · 0.8deformable character model · 0.82d convolutional network · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | InverseDraping: Recovering Sewing Patterns From 3D Garment Surfaces via BoxMesh BridgingabstractRecovering sewing patterns from draped 3D garments is a challenging problem in human digitization research. Unlike draping from designed sewing pattern with mature physical simulation engines, the inverse process requires mapping complex garment surfaces back to parametric 2D patterns, which existing methods still struggle with. To this end, we propose a two-stage methodology that recovers sewing patterns from 3D garments via an intermediate representation, BoxMesh, which inherently encodes garment-level geometry and panel-level details in 3D space. In Stage I, a geometry-oriented auto-regressive model predicts BoxMesh from the input 3D garment. In Stage II, a semantic-aware auto-regressive model parses BoxMesh into parametric sewing patterns. This decomposition separately tackles geometric inversion and numerical reasoning, enabling more accurate recovery. Experiments have demonstrated that our method not only achieves state-of-the-art performance on the GarmentCodeData benchmark but also can be applied effectively to real scans and single-view images. Leyang Jin 0001, Zirong Jin, Zisheng Ye 0002, Haokai Pang, Xiaoguang Han 0001, Yujian Zheng, Hao Li 0015 |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2024 | ASH: Animatable Gaussian Splats for Efficient and Photoreal Human RenderingabstractReal-time rendering of photorealistic and controllable human avatars stands as a cornerstone in Computer Vision and Graphics. While recent advances in neural implicit rendering have unlocked unprecedented photorealism for digital avatars, real-time performance has mostly been demon-strated for static scenes only. To address this, we propose ASH, an animatable Gaussian splatting approach for photorealistic rendering of dynamic humans in real time. We parameterize the clothed human as animatable 3D Gaussians, which can be efficiently splatted into image space to generate the final rendering. However, naively learning the Gaussian parameters in 3D space poses a severe challenge in terms of compute. Instead, we attach the Gaussians onto a deformable character model, and learn their parameters in 2D texture space, which allows leveraging efficient 2D convolutional architectures that easily scale with the required number of Gaussians. We benchmark ASH with competing methods on pose-controllable avatars, demonstrating that our method outperforms existing real-time methods by a large margin and shows comparable or even better results than offline methods. Haokai Pang, Heming Zhu, Adam Kortylewski, Christian Theobalt, Marc Habermann |
CVPR | 1 |