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Yuyu Xu

dblp:70/10109 · DBLP profile ↗
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13ranked-venue papers
5as first author
1since 2021 · last 2025
0009-0008-0060-1558ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 8 · 3 first-author · 1 since 2021Artificial intelligence and machine learning · 7 · 2 first-authorHuman-computer interaction and ubiquitous computing · 6 · 3 first-authorComputer networks · 1 · 1 first-author · 1 since 2021Databases, data management, data science and information retrieval · 1

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
Computer animation and physical simulation · 67% Virtual and augmented reality · 33%

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

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
character animation
0.212015
Cerebella: Automatic Generation of Nonverbal Behavior for Virtual Humans · AAAI 2015
Computer animation and physical simulation
gesture generation
0.212015
Cerebella: Automatic Generation of Nonverbal Behavior for Virtual Humans · AAAI 2015
Virtual and augmented reality
virtual humans
0.212015
Cerebella: Automatic Generation of Nonverbal Behavior for Virtual Humans · AAAI 2015

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

co-articulation · 0.2acoustic analysis · 0.2
YearPublicationVenuePosition
2025 RGB-D Data Compression via Bi-Directional Cross-Modal Prior Transfer and Enhanced Entropy Modeling
abstract
RGB-D data, being homogeneous cross-modal data, demonstrates significant correlations among data elements. However, current research focuses only on a uni-directional pattern of cross-modal contextual information, neglecting the exploration of bi-directional relationships in the compression field. Thus, we propose a joint RGB-D compression scheme, which is combined with Bi-Directional Cross-Modal Prior Transfer (Bi-CPT) modules and a Bi-Directional Cross-Modal Enhanced Entropy (Bi-CEE) model. The Bi-CPT module is designed for compact representations of cross-modal features, effectively eliminating spatial and modality redundancies at different granularity levels. In contrast to the traditional entropy models, our proposed Bi-CEE model not only achieves spatial-channel contextual adaptation through partitioning RGB and depth features but also incorporates information from other modalities as prior to enhance the accuracy of probability estimation for latent variables. Furthermore, this model enables parallel multi-stage processing to accelerate coding. Experimental results demonstrate the superiority of our proposed framework over the current compression scheme, outperforming both rate-distortion performance and downstream tasks, including surface reconstruction and semantic segmentation. The source code will be available at https://github.com/xyy7/Learning-based-RGB-D-Image-Compression .
Yuyu Xu, Qiudan Zhang, Wenhui Wu 0001, Yun Zhang 0002, Xu Wang 0006
ACM Trans. Multim. Comput. Commun. Appl.1
2020 Segmenting Kidney on Multiple Phase CT Images using ULBNet
abstract
Segmentation of kidney on CT images is critical to computer-assisted surgical planning for kidney interventional therapy. Segmenting kidney manually is impractical in clinical, automatic segmentation is desirable. U-Net has been successful in medical image segmentation and is a promising candidate for the task. However, semantic gap still exists, especially when multiple phase images or multiple center images are involved. In this paper, we proposed an ULBNet to reduce the semantic gap and to improve segmentation performance. The proposed architecture includes new skip connections of local binary convolution (LBC). We also proposed a novel strategy of fast retraining a model for a new task without manually labelling required. We evaluated the network for kidney segmentation on multiple phase CT images. ULBNet resulted in an overall accuracy of 98.0% with comparison to Resunet 97.5%. Specifically, on the plain phase CT images, 98.1% resulted from ULBNet and 97.6% from Resunet; on the corticomedullay phase images, 97.8% from ULBNet and 97.2% from Resunet; on the nephrographic phase images, 97.6% from ULBNet and 97.4% from Resunet; on the excretory phase images, 98.1% from ULBNet and 97.4% from Resunet. The proposed network architecture performs better than Resunet on generalizing to multiple phase images.
Yanling Chi, Yuyu Xu, Sihua Wu, Guibin Xu, Weimin Huang 0002
ICPR2
2018 The art of drafting: a team-oriented hero recommendation system for multiplayer online battle arena games
abstract
Multiplayer Online Battle Arena (MOBA) games have received increasing popularity recently. In a match of such games, players compete in two teams of five, each controlling an in-game avatar, known as heroes, selected from a roster of more than 100. The selection of heroes, also known as pick or draft, takes place before the match starts and alternates between the two teams until each player has selected one hero. Heroes are designed with different strengths and weaknesses to promote team cooperation in a game. Intuitively, heroes in a strong team should complement each other's strengths and suppress those of opponents. Hero drafting is therefore a challenging problem due to the complex hero-to-hero relationships to consider. In this paper, we propose a novel hero recommendation system that suggests heroes to add to an existing team while maximizing the team's prospect for victory. To that end, we model the drafting between two teams as a combinatorial game and use Monte Carlo Tree Search (MCTS) for estimating the values of hero combinations. Our empirical evaluation shows that hero teams drafted by our recommendation algorithm have a significantly higher win rate against teams constructed by other baseline and state-of-the-art strategies.
Zhengxing Chen, Truong-Huy D. Nguyen, Yuyu Xu, Christopher Amato, Seth Cooper, Yizhou Sun, Magy Seif El-Nasr
RecSys3
2017 Towards modeling agent negotiators by analyzing human negotiation behavior
abstract
Negotiation is a fundamental aspect of social interaction. Our research aims to contribute towards the creation of artificial agent negotiators that can be used for training purposes to improve human negotiation skills. To achieve that, we address the challenge of identifying differences in human negotiation styles and relating those differences to individuals' personality traits. In particular, we follow a data-driven approach by collecting data on how people negotiate against an agent using a fixed-response strategy during a task involving the partition of a set of items. We then use different machine learning techniques to: 1) analyze the relationship between negotiation styles and personality traits; 2) characterize changes in the human negotiation behavior during the game; 3) discover human behavior patterns in response to different offers by the agent player. Our analyses show how different personality traits lead to distinct behaviors during the negotiation. In turn, this data will allow us to build agent negotiators that have a rich behavioral repertoire and are able to adapt to human negotiation trainees, thus fostering more interesting learning experiences.
Yuyu Xu, Pedro Sequeira, Stacy Marsella
ACII1
2015 Cerebella: Automatic Generation of Nonverbal Behavior for Virtual Humans
abstract
Our method automatically generates realistic nonverbal performances for virtual characters to accompany spo- ken utterances. It analyses the acoustic, syntactic, se- mantic and rhetorical properties of the utterance text and audio signal to generate nonverbal behavior such as such as head movements, eye saccades, and novel gesture animations based on co-articulation.
Margot Lhommet, Yuyu Xu, Stacy Marsella
AAAI2
2014 Compound Gesture Generation: A Model Based on Ideational Units
Yuyu Xu, Catherine Pelachaud, Stacy Marsella
IVA1
2014 Fast, automatic character animation pipelines
abstract
ABSTRACT Humanoid three‐dimensional (3D) models can be easily acquired through various sources, including through online marketplaces. The use of such models within a game or simulation environment requires human input and intervention in order to associate such a model with a relevant set of motions and control mechanisms. In this paper, we demonstrate a pipeline where humanoid 3D models can be incorporated within seconds into an animation system and infused with a wide range of capabilities, such as locomotion, object manipulation, gazing, speech synthesis and lip syncing. We offer a set of heuristics that can associate arbitrary joint names with canonical ones and describe a fast retargeting algorithm that enables us to instill a set of behaviors onto an arbitrary humanoid skeleton on‐the‐fly. We believe that such a system will vastly increase the use of 3D interactive characters due to the ease that new models can be animated.Copyright © 2013 John Wiley & Sons, Ltd.
Andrew W. Feng, Yazhou Huang, Yuyu Xu, Ari Shapiro
Comput. Animat. Virtual Worlds3
2013 A Practical and Configurable Lip Sync Method for Games
abstract
We demonstrate a lip animation (lip sync) algorithm for real-time applications that can be used to generate synchronized facial movements with audio generated from natural speech or a text-to-speech engine. Our method requires an animator to construct animations using a canonical set of visemes for all pairwise combinations of a reduced phoneme set (phone bigrams). These animations are then stitched together to construct the final animation, adding velocity and lip-pose constraints. This method can be applied to any character that uses the same, small set of visemes. Our method can operate efficiently in multiple languages by reusing phone bigram animations that are shared among languages, and specific word sounds can be identified and changed on a per-character basis. Our method uses no machine learning, which offers two advantages over techniques that do: 1) data can be generated for non-human characters whose faces can not be easily retargeted from a human speaker's face, and 2) the specific facial poses or shapes used for animation can be specified during the setup and rigging stage, and before the lip animation stage, thus making it suitable for game pipelines or circumstances where the speech targets poses are predetermined, such as after acquisition from an online 3D marketplace.
Yuyu Xu, Andrew W. Feng, Stacy Marsella, Ari Shapiro
MIG1
2013 A simple method for high quality artist-driven lip syncing
abstract
Synchronizing the lip and mouth movements naturally along with animation is an important part of convincing 3D character performance. We present a simple, portable and editable lip-synchronization method that works for multiple languages, requires no machine learning, can be constructed by a skilled animator, runs in real time, and can be personalized for each character. Our method associates animation curves designed by an animator on a fixed set of static facial poses, with sequential pairs of phonemes (diphones), and then stitch the diphones together to create a set of curves for the facial poses. Diphone- and triphone-based methods have been explored in various previous works [Deng et al. 2006], often requiring machine learning. However, our experiments have shown that diphones are sufficient for producing high-quality lip syncing, and that longer sequences of phonemes are not necessary. Our experiments have shown that skilled animators can sufficiently generate the data needed for good quality results. Thus our algorithm does not need any specific rules about coarticulation, such as dominance functions [Cohen and Massaro 1993] or language rules. Such rules are implicit within the artist-produced data. In order to produce a tractable set of data, our method reduces the full set of 40 English phonemes to a smaller set of 21, which are then annotated by an animator. Once the full diphone set of animations has been generated, it can be reused for multiple characters. Each additional character requires a small set of eight static poses or blendshapes. In addition, each language requires a new set of diphones, although similar phonemes among languages can share the same diphone curves. We show how to reuse our English diphone set to adapt to a Mandarin diphone set.
Yuyu Xu, Andrew W. Feng, Ari Shapiro
I3D1
2012 Perception Markup Language: Towards a Standardized Representation of Perceived Nonverbal Behaviors
Stefan Scherer, Stacy Marsella, Giota Stratou, Yuyu Xu, Fabrizio Morbini, Alesia Egan, Albert A. Rizzo, Louis-Philippe Morency
IVA4
2012 Automating the Transfer of a Generic Set of Behaviors onto a Virtual Character
Andrew W. Feng, Yazhou Huang, Yuyu Xu, Ari Shapiro
MIG3
2012 An example-based motion synthesis technique for locomotion and object manipulation
abstract
We synthesize natural-looking locomotion, reaching and grasping for a virtual character in order to accomplish a wide range of movement and manipulation tasks in real time. Our virtual characters can move while avoiding obstacles, as well as manipulate arbitrarily shaped objects, regardless of height, location or placement in a virtual environment. Our characters can touch, reach and grasp objects while maintaining a high quality appearance. We demonstrate a system that combines these skills in an interactive setting suitable for interactive games and simulations.
Andrew W. Feng, Yuyu Xu, Ari Shapiro
I3D2
2011 Demonstrating and Testing the BML Compliance of BML Realizers
Herwin van Welbergen, Yuyu Xu, Marcus Thiébaux, Wei-Wen Feng, Jingqiao Fu, Dennis Reidsma, Ari Shapiro
IVA2