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Zubo Lu

dblp:440/5928 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2026
0009-0005-0704-6639ORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 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.

Computer graphics and multimedia
1 paper
Visual content generation and editing · 100%
Artificial intelligence
1 paper
3D vision · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision
3d reconstruction
1.012026
MGHead: Motion-Aware Animated Gaussian Head Avatars With Anchored Skeletal Structures · IEEE Trans. Multim. 2026
Visual content generation and editing
3d content creation
1.012026
MGHead: Motion-Aware Animated Gaussian Head Avatars With Anchored Skeletal Structures · IEEE Trans. Multim. 2026
Visual content generation and editing › avatar generation
animatable head avatar
1.012026
MGHead: Motion-Aware Animated Gaussian Head Avatars With Anchored Skeletal Structures · IEEE Trans. Multim. 2026

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

linear blend skinning · 2.03d morphable model · 2.03d gaussian splatting · 2.0
YearPublicationVenuePosition
2026 MGHead: Motion-Aware Animated Gaussian Head Avatars With Anchored Skeletal Structures
abstract
Creating photorealistic and animatable 3D head avatars across multiple views is still an ongoing challenge in AR/VR applications. Although previous studies adopt Neural Radiance Fields (NeRF) with 3D Morphable Model (3DMM) as a prior to produce impressive results in generating 3D heads, they incur considerable time costs and lack rendering quality. In this paper, we propose a novel approach called MGHead that synthesizes high-fidelity dynamic 3D head avatar with realistic appearance and complex deformation. It exploits anchor-based 3D Gaussians to model geometric shape and extends the fundamental deformation structure of a parametric morphable face model to each fixed point, providing greater robustness in responding to expressive variations. Notably, we introduce an expression and pose-dependent attribute adapter that injects driving signals into anchor features to refine neural Gaussian attributes. This adjustment compensates for the deficiencies of linear blend skinning in capturing high-frequency dynamics effectively, further improving the expressive realism and natural appearance of head avatar. Extensive experiments demonstrate the superiority of our model in visual detail quality and quantitative evaluations.
Haozhi Gu, Zubo Lu, Liheng Zhang, Weihao Yu 0002, Jin Huang 0007
IEEE Trans. Multim.2