VLDB 2026 Research / reviewers in the wild / expert
Tao Hu 0006
dblp:41/5865-6
· DBLP profile ↗
9ranked-venue papers
7as first author
8since 2021 · last 2025
0000-0002-3741-3701ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 8 · 7 first-author · 7 since 2021Artificial intelligence and machine learning · 6 · 4 first-author · 5 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | HumanLiff: Layer-wise 3D Human Diffusion Model
Shoukang Hu, Fangzhou Hong, Tao Hu 0006, Liang Pan, Haiyi Mei, Weiye Xiao, Lei Yang 0059, Ziwei Liu 0002 |
Int. J. Comput. Vis. | 3 |
| 2024 | SurMo: Surface-based 4D Motion Modeling for Dynamic Human RenderingabstractDynamic human rendering from video sequences has achieved remarkable progress by formulating the rendering as a mapping from static poses to human images. However, existing methods focus on the human appearance reconstruction of every single frame while the temporal motion relations are not fully explored. In this paper, we propose a new 4D motion modeling paradigm, SurMo, that jointly models the temporal dynamics and human appearances in a unified framework with three key designs: 1) Surface-based motion encoding that models 4D human motions with an efficient compact surface-based triplane. It encodes both spatial and temporal motion relations on the dense surface manifold of a statistical body template, which inherits body topology priors for generalizable novel view synthesis with sparse training observations. 2) Physical motion decoding that is designed to encourage physical motion learning by decoding the motion triplane features at timestep t to pre-dict both spatial derivatives and temporal derivatives at the next timestep t + 1 in the training stage. 3) 4D appearance decoding that renders the motion trip lanes into images by an efficient volumetric surface-conditioned renderer that fo-cuses on the rendering of body surfaces with motion learning conditioning. Extensive experiments validate the state-of-the-art performance of our new paradigm and illus-trate the expressiveness of surface-based motion triplanes for rendering high-fidelity view-consistent humans with fast motions and even motion-dependent shadows. Our project page is at: https://taohuumd.github.io/projects/SurMo. Tao Hu 0006, Fangzhou Hong, Ziwei Liu 0002 |
CVPR | 1 |
| 2024 | GauHuman: Articulated Gaussian Splatting from Monocular Human VideosabstractWe present, GauHuman, a 3D human model with Gaussian Splatting for both fast training minutes) and real-time rendering (up to 189 FPS), compared with existing NeRF-based implicit representation modelling frameworks demanding hours of training and seconds of rendering per frame. Specifically, GauHuman encodes Gaussian Splatting in the canonical space and transforms 3D Gaussians from canonical space to posed space with linear blend skinning (LBS), in which effective pose and LBS refinement modules are designed to learn fine details of 3D humans under negligible computational cost. Moreover, to enable fast optimization of GauHuman, we initialize and prune 3D Gaussians with 3D human prior, while splitting/cloning via KL divergence guidance, along with a novel merge operation for further speeding up. Extensive experiments on ZJU_Mocap and MonoCap datasets demonstrate that GauHuman achieves state-of-the-art performance quantitatively and qualitatively with fast training and real-time rendering speed. Notably, without sacrificing rendering quality, GauHuman can fast model the 3D human performer with 3D Gaussians. Our code is available at https://github.com/skhu101/GauHuman. Shoukang Hu, Tao Hu 0006, Ziwei Liu 0002 |
CVPR | 2 |
| 2024 | StructLDM: Structured Latent Diffusion for 3D Human Generation
Tao Hu 0006, Fangzhou Hong, Ziwei Liu 0002 |
ECCV (51) | 1 |
| 2024 | HVTR++: Image and Pose Driven Human Avatars Using Hybrid Volumetric-Textural RenderingabstractRecent neural rendering methods have made great progress in generating photorealistic human avatars. However, these methods are generally conditioned only on low-dimensional driving signals (e.g., body poses), which are insufficient to encode the complete appearance of a clothed human. Hence they fail to generate faithful details. To address this problem, we exploit driving view images (e.g., in telepresence systems) as additional inputs. We propose a novel neural rendering pipeline, Hybrid Volumetric-Textural Rendering (HVTR++), which synthesizes 3D human avatars from arbitrary driving poses and views while staying faithful to appearance details efficiently and at high quality. First, we learn to encode the driving signals of pose and view image on a dense UV manifold of the human body surface and extract UV-aligned features, preserving the structure of a skeleton-based parametric model. To handle complicated motions (e.g., self-occlusions), we then leverage the UV-aligned features to construct a 3D volumetric representation based on a dynamic neural radiance field. While this allows us to represent 3D geometry with changing topology, volumetric rendering is computationally heavy. Hence we employ only a rough volumetric representation using a pose- and image-conditioned downsampled neural radiance field (PID-NeRF), which we can render efficiently at low resolutions. In addition, we learn 2D textural features that are fused with rendered volumetric features in image space. The key advantage of our approach is that we can then convert the fused features into a high-resolution, high-quality avatar by a fast GAN-based textural renderer. We demonstrate that hybrid rendering enables HVTR++ to handle complicated motions, render high-quality avatars under user-controlled poses/shapes, and most importantly, be efficient at inference time. Our experimental results also demonstrate state-of-the-art quantitative results. Tao Hu 0006, Linjie Luo, Tao Yu 0007, Zerong Zheng, He Zhang 0015, Yebin Liu, Matthias Zwicker |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2022 | HVTR: Hybrid Volumetric-Textural Rendering for Human AvatarsabstractWe propose a novel neural rendering pipeline, Hybrid Volumetric-Textural Rendering (HVTR), which synthesizes virtual human avatars from arbitrary poses efficiently and at high quality. First, we learn to encode articulated human motions on a dense UV manifold of the human body surface. To handle complicated motions (e.g., self-occlusions), we then leverage the encoded information on the UV manifold to construct a 3D volumetric representation based on a dynamic pose-conditioned neural radiance field. While this allows us to represent 3D geometry with changing topology, volumetric rendering is computationally heavy. Hence we employ only a rough volumetric representation using a pose-conditioned downsampled neural radiance field (PD-NeRF), which we can render efficiently at low resolutions. In addition, we learn 2D textural features that are fused with rendered volumetric features in image space. The key advantage of our approach is that we can then convert the fused features into a high-resolution, high-quality avatar by a fast GAN-based textural renderer. We demonstrate that hybrid rendering enables HVTR to handle complicated motions, render high-quality avatars under user-controlled poses/shapes and even loose clothing, and most importantly, be efficient at inference time. Our experimental results also demonstrate state-of-the-art quantitative results. More results are available at our project page: https://www.cs.umd.edu/~taohu/hvtr/ Tao Hu 0006, Tao Yu 0007, Zerong Zheng, He Zhang 0015, Yebin Liu, Matthias Zwicker |
3DV | 1 |
| 2021 | EgoRenderer: Rendering Human Avatars from Egocentric Camera ImagesabstractWe present EgoRenderer, a system for rendering full-body neural avatars of a person captured by a wearable, egocentric fisheye camera that is mounted on a cap or a VR headset. Our system renders photorealistic novel views of the actor and her motion from arbitrary virtual camera locations. Rendering full-body avatars from such egocentric images come with unique challenges due to the top-down view and large distortions. We tackle these challenges by decomposing the rendering process into several steps, including texture synthesis, pose construction, and neural image translation. For texture synthesis, we propose Ego-DPNet, a neural network that infers dense correspondences between the input fisheye images and an underlying parametric body model, and to extract textures from egocentric inputs. In addition, to encode dynamic appearances, our approach also learns an implicit texture stack that captures detailed appearance variation across poses and viewpoints. For correct pose generation, we first estimate body pose from the egocentric view using a parametric model. We then synthesize an external free-viewpoint pose image by projecting the parametric model to the user-specified target viewpoint. We next combine the target pose image and the textures into a combined feature image, which is transformed into the output color image using a neural image translation network. Experimental evaluations show that EgoRenderer is capable of generating realistic free-viewpoint avatars of a person wearing an egocentric camera. Comparisons to several baselines demonstrate the advantages of our approach. Tao Hu 0006, Kripasindhu Sarkar, Lingjie Liu, Matthias Zwicker, Christian Theobalt |
ICCV | 1 |
| 2021 | Learning to Generate Dense Point Clouds with Textures on Multiple Categoriesabstract3D reconstruction from images is a core problem in computer vision. With recent advances in deep learning, it has become possible to recover plausible 3D shapes even from single RGB images. However, obtaining detailed geometry and texture for objects with arbitrary topology remains challenging. In this paper, we propose a novel approach for reconstructing point clouds from RGB images. Unlike other methods, we can recover dense point clouds with hundreds of thousands of points, and we also include RGB textures. In addition, we train our model on multiple categories, which leads to superior generalization to unseen categories com-pared to previous techniques. We achieve this using a two-stage approach, where we first infer an object coordinate map from the input RGB image, and then obtain the final point cloud using a reprojection and completion step. We show results on standard benchmarks that demonstrate the advantages of our technique. Tao Hu 0006, Geng Lin, Zhizhong Han, Matthias Zwicker |
WACV | 1 |
| 2020 | 3D Shape Completion with Multi-View Consistent Inferenceabstract3D shape completion is important to enable machines to perceive the complete geometry of objects from partial observations. To address this problem, view-based methods have been presented. These methods represent shapes as multiple depth images, which can be back-projected to yield corresponding 3D point clouds, and they perform shape completion by learning to complete each depth image using neural networks. While view-based methods lead to state-of-the-art results, they currently do not enforce geometric consistency among the completed views during the inference stage. To resolve this issue, we propose a multi-view consistent inference technique for 3D shape completion, which we express as an energy minimization problem including a data term and a regularization term. We formulate the regularization term as a consistency loss that encourages geometric consistency among multiple views, while the data term guarantees that the optimized views do not drift away too much from a learned shape descriptor. Experimental results demonstrate that our method completes shapes more accurately than previous techniques. Tao Hu 0006, Zhizhong Han, Matthias Zwicker |
AAAI | 1 |