Demo Data from VLDB 2026 / reviewers in the wild / expert
Nanjie Yao
dblp:378/1251
· DBLP profile ↗
5ranked-venue papers
1as first author
5since 2021 · last 2026
0009-0007-4930-7758ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 5 · 1 first-author · 5 since 2021Artificial intelligence and machine learning · 2 · 2 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
3 papers |
3D vision · 86% Generative modeling · 9% Deep learning architectures and training · 5% | |
| Computer graphics and multimedia
2 papers |
Geometric modeling and processing · 76% Computer animation and physical simulation · 19% Visual content generation and editing · 6% |
Topics — the 13 heaviest of 14, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › 3D vision
3d human reconstruction |
1.7 | 2 | 2025 | SAT: Supervisor Regularization and Animation Augmentation for Two-process Monocular Texture 3D Human Reconstruction · ACM Multimedia 2025 MultiGO: Towards Multi-level Geometry Learning for Monocular 3D Textured Human Reconstruction · CVPR 2025 |
Geometric modeling and processing
3d reconstruction |
1.0 | 1 | 2026 | MultiGO++: Monocular 3D Clothed Human Reconstruction via Geometry-Texture Collaboration · IEEE Trans. Vis. Comput. Graph. 2026 |
Geometric modeling and processing › 3d reconstruction › 3d human reconstruction
clothed human reconstruction |
1.0 | 1 | 2026 | MultiGO++: Monocular 3D Clothed Human Reconstruction via Geometry-Texture Collaboration · IEEE Trans. Vis. Comput. Graph. 2026 |
Computer animation and physical simulation › character animation
human avatar animation |
1.0 | 1 | 2026 | FastAnimate: Towards Learnable Template Construction and Pose Deformation for Fast 3D Human Avatar Animation · AAAI 2026 |
Geometric modeling and processing › surface reconstruction › mesh reconstruction
textured mesh reconstruction |
1.0 | 1 | 2026 | MultiGO++: Monocular 3D Clothed Human Reconstruction via Geometry-Texture Collaboration · IEEE Trans. Vis. Comput. Graph. 2026 |
Computer vision › 3D vision
3d reconstruction |
0.9 | 1 | 2025 | MultiGO: Towards Multi-level Geometry Learning for Monocular 3D Textured Human Reconstruction · CVPR 2025 |
Computer vision › 3D vision › 3d human reconstruction
animatable avatar reconstruction |
0.9 | 1 | 2025 | SAT: Supervisor Regularization and Animation Augmentation for Two-process Monocular Texture 3D Human Reconstruction · ACM Multimedia 2025 |
Computer vision › 3D vision › 3d human reconstruction
clothed human reconstruction |
0.9 | 1 | 2025 | MultiGO: Towards Multi-level Geometry Learning for Monocular 3D Textured Human Reconstruction · CVPR 2025 |
Computer vision › 3D vision › 3d human reconstruction › clothed human reconstruction
single-view clothed human reconstruction |
0.9 | 1 | 2025 | MultiGO: Towards Multi-level Geometry Learning for Monocular 3D Textured Human Reconstruction · CVPR 2025 |
Machine learning › Deep learning architectures and training › encoder-decoder architecture
u-net |
0.3 | 1 | 2026 | FastAnimate: Towards Learnable Template Construction and Pose Deformation for Fast 3D Human Avatar Animation · AAAI 2026 |
Visual content generation and editing
texture synthesis |
0.3 | 1 | 2026 | MultiGO++: Monocular 3D Clothed Human Reconstruction via Geometry-Texture Collaboration · IEEE Trans. Vis. Comput. Graph. 2026 |
Machine learning › Generative modeling › diffusion model › score-based generative model
denoising diffusion |
0.3 | 1 | 2025 | MultiGO: Towards Multi-level Geometry Learning for Monocular 3D Textured Human Reconstruction · CVPR 2025 |
Machine learning › Generative modeling
diffusion model |
0.3 | 1 | 2025 | MultiGO: Towards Multi-level Geometry Learning for Monocular 3D Textured Human Reconstruction · CVPR 2025 |
Methods — techniques the papers use, named apart from their topics
u-net · 2.0linear blend skinning · 2.0data-driven refinement · 2.0multi-source texture synthesis · 1.0fourier geometry encoding · 1.0dual reconstruction u-net · 1.0supervisor feature regularization · 0.9prior geometry fusion · 0.9online animation augmentation · 0.9joint depth perturbation · 0.9gaussian reconstruction · 0.9diffusion denoising · 0.93d fourier features · 0.9
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | FastAnimate: Towards Learnable Template Construction and Pose Deformation for Fast 3D Human Avatar Animationabstract3D human avatar animation aims at transforming a human avatar from an arbitrary initial pose to a specified target pose using deformation algorithms. Existing approaches typically divide this task into two stages: canonical template construction and target pose deformation. However, current template construction methods demand extensive skeletal rigging and often produce artifacts in contact regions. Moreover, target pose deformation suffers from structural distortions caused by Linear Blend Skinning (LBS), which significantly undermines animation realism. To address these problems, we propose a unified learning-based framework to address both challenges in two phases. For the former phase, to overcome the inefficiencies and artifacts during template construction, we leverage a U-Net architecture that decouples texture and pose information in a feed-forward process, enabling fast generation of a human template. For the latter phase, we propose a data-driven refinement technique that enhances structural integrity. Extensive experiments show that our model delivers consistent performance across diverse poses with an optimal balance between efficiency and quality, surpassing state-of-the-art (SOTA) methods. Jian Shu 0001, Nanjie Yao, Gangjian Zhang, Junlong Ren, Hao Wang 0094 |
AAAI | 2 |
| 2026 | MultiGO++: Monocular 3D Clothed Human Reconstruction via Geometry-Texture CollaborationabstractMonocular 3D clothed human reconstruction aims to generate a complete and realistic textured 3D avatar from a single image. Existing methods are commonly trained under multi-view supervision with annotated geometric priors, and during inference, these priors are estimated by the pre-trained network from the monocular input. These methods are constrained by three key limitations: texturally by the unavailability of training data, geometrically by inaccurate external priors, and systematically by biased single-modality supervision, all leading to suboptimal reconstruction. To address these issues, we propose a novel reconstruction framework, named MultiGO++, which achieves effective systematic geometry-texture collaboration. It consists of three core parts: (1) a multi-source texture synthesis strategy that constructs more than 15,000 3D textured human scans to improve the performance of texture quality estimation in challenging scenarios; (2) a region-aware shape extraction module that extracts features and enables feature interactions from each body region to obtain geometry information and a Fourier geometry encoder that mitigates the modality gap to achieve effective geometry learning; (3) a dual reconstruction U-Net that leverages geometry-texture collaborative features to refine and generate high-fidelity textured 3D human meshes. Extensive experiments on two benchmarks and numerous in-the-wild cases show the superiority of our method over state-of-the-art approaches. Nanjie Yao, Gangjian Zhang, Wenhao Shen, Jian Shu 0001, Hao Wang 0094 |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2025 | MultiGO: Towards Multi-level Geometry Learning for Monocular 3D Textured Human ReconstructionabstractThis paper investigates the research task of reconstructing the 3D clothed human body from a monocular image. Due to the inherent ambiguity of single-view input, existing approaches leverage pre-trained SMPL(-X) estimation models or generative models to provide auxiliary information for human reconstruction. However, these methods capture only the general human body geometry and overlook specific geometric details, leading to inaccurate skeleton reconstruction, incorrect joint positions, and unclear cloth wrinkles. In response to these issues, we propose a multi-level geometry learning framework. Technically, we design three key components: skeleton-level enhancement, joint-level augmentation, and wrinkle-level refinement modules. Specifically, we effectively integrate the projected 3D Fourier features into a Gaussian reconstruction model, introduce perturbations to improve joint depth estimation during training, and refine the human coarse wrinkles by resembling the de-noising process of the diffusion model. Extensive quantitative and qualitative experiments on two test sets show the superior performance of our approach compared to state-of-the-art (SOTA) methods. Gangjian Zhang, Nanjie Yao, Shunsi Zhang, Hanfeng Zhao, Guoliang Pang, Jian Shu 0001, Hao Wang 0094 |
CVPR | 2 |
| 2025 | SMPL Normal Map Is All You Need for Single-view Textured Human ReconstructionabstractSingle-view textured human reconstruction aims to reconstruct a clothed 3D digital human by inputting a monocular 2D image. Existing approaches include feed-forward methods, limited by scarce 3D human data, and diffusion-based methods, prone to erroneous 2D hallucinations. To address these issues, we propose a novel SMPL normal map Equipped 3D Human Reconstruction (SEHR) framework, integrating a pretrained large 3D reconstruction model with human geometry prior. SEHR performs single-view human reconstruction without using a preset diffusion model in one forward propagation. Concretely, SEHR consists of two key components: SMPL Normal Map Guidance (SNMG) and SMPL Normal Map Constraint (SNMC). SNMG incorporates SMPL normal maps into an auxiliary network to provide improved body shape guidance. SNMC enhances invisible body parts by constraining the model to predict an extra SMPL normal Gaussians. Extensive experiments on two benchmark datasets demonstrate that SEHR outperforms existing state-of-the-art methods. Wenhao Shen, Gangjian Zhang, Nanjie Yao, Xuanmeng Zhang, Hao Wang 0094 |
ICME | 5 |
| 2025 | SAT: Supervisor Regularization and Animation Augmentation for Two-process Monocular Texture 3D Human ReconstructionabstractMonocular texture 3D human reconstruction aims to create a complete 3D digital avatar from just a single front-view human RGB image. However, the geometric ambiguity inherent in a single 2D image and the scarcity of 3D human training data are the main obstacles limiting progress in this field. To address these issues, current methods employ prior geometric estimation networks to derive various human geometric forms, such as the SMPL model and normal maps. However, they struggle to integrate these modalities effectively, leading to view inconsistencies, such as facial distortions. To this end, we propose a two-process 3D human reconstruction framework, SAT, which seamlessly learns various prior geometries in a unified manner and reconstructs high-quality textured 3D avatars as the final output. To further facilitate geometry learning, we introduce a Supervisor Feature Regularization module. By employing a multi-view network with the same structure to provide intermediate features as training supervision, these varied geometric priors can be better fused. To tackle data scarcity and further improve reconstruction quality, we also propose an Online Animation Augmentation module. By building a one-feed-forward animation network, we augment a massive number of samples from the original 3D human data online for model training. Extensive experiments on two benchmarks show the superiority of our approach compared to state-of-the-art methods. Gangjian Zhang, Jian Shu 0001, Nanjie Yao, Hao Wang 0094 |
ACM Multimedia | 3 |