Demo Data from VLDB 2026 / reviewers in the wild / expert
Xinyi Wu 0001
dblp:98/7827-1
· DBLP profile ↗
4ranked-venue papers
2as first author
3since 2021 · last 2025
0000-0003-0791-6305ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 4 · 2 first-author · 3 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 |
Computer animation and physical simulation · 41% Virtual and augmented reality · 22% Visual content generation and editing · 19% |
Topics — the 4 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation
virtual cinematography |
0.9 | 1 | 2025 | Automatic Camera Movement Generation With Enhanced Immersion for Virtual Cinematography · IEEE Trans. Multim. 2025 |
Visual content generation and editing › multimedia content creation
automated cinematography |
0.8 | 1 | 2024 | Automated Adaptive Cinematography for User Interaction in Open World · IEEE Trans. Multim. 2024 |
Computer animation and physical simulation › virtual cinematography
camera trajectory generation |
0.8 | 1 | 2024 | Automated Adaptive Cinematography for User Interaction in Open World · IEEE Trans. Multim. 2024 |
Multimedia systems and quality of experience
user interaction |
0.8 | 1 | 2024 | Automated Adaptive Cinematography for User Interaction in Open World · IEEE Trans. Multim. 2024 |
Methods — techniques the papers use, named apart from their topics
generative adversarial network · 1.6weakly supervised learning · 0.9encoder-decoder · 0.9relationship modeling · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Automatic Camera Movement Generation With Enhanced Immersion for Virtual CinematographyabstractUser-generated cinematic creations are gaining popularity as our daily entertainment, yet it is a challenge to master cinematography for producing immersive contents. Many existing automatic methods focus on roughly controlling predefined shot types or movement patterns, which struggle to engage viewers with the actor's circumstances. Real-world cinematographic rules show that directors can create immersion by comprehensively synchronizing the camera with the actor. Inspired by this strategy, we propose a deep camera control framework that enables actor-camera synchronization in three aspects, considering frame aesthetics, spatial action, and emotional status in the 3D virtual stage. Following rule-of-thirds, our framework first modifies the initial camera placement to position the actor aesthetically. This adjustment is facilitated by a weakly-supervised adjustor that analyzes frame composition via camera projection. We then design a GAN model that can adversarially synthesize fine-grained camera movement based on the actor's action and psychological state, using an encoder-decoder generator to map kinematics and emotional variables into camera trajectories. Moreover, we incorporate a regularizer to align the generated stylistic variances with specific emotional categories and intensities. The experimental results show that our proposed method yields immersive cinematic videos of high quality, both quantitatively and qualitatively. Live examples can be found in the supplementary video. Xinyi Wu 0001, Haohong Wang, Aggelos K. Katsaggelos |
IEEE Trans. Multim. | 1 |
| 2024 | Real-Time Lightweight Video Super-Resolution With RRED-Based Perceptual ConstraintabstractReal-time video services are gaining popularity in our daily life, yet limited network bandwidth can constrain the delivered video quality. Video Super Resolution (VSR) technology emerges as a key solution to enhance user experience by reconstructing high-resolution (HR) videos. The existing real-time VSR frameworks have primarily emphasized spatial quality metrics like PSNR and SSIM, which often lack consideration of temporal coherence, a critical factor for accurately reflecting the overall quality of super-resolved videos. Inspired by Video Quality Assessment (VQA) strategies, we propose a dual-frame training framework and a lightweight multi-branch network to address VSR processing in real time. Such designs thoroughly leverage the spatio-temporal correlations between consecutive frames so as to ensure efficient video restoration. Furthermore, we incorporate ST-RRED, a powerful VQA approach that separately measures spatial and temporal consistency aligning with human perception principles, into our loss functions. This guides us to synthesize quality-aware perceptual features across both space and time for realistic reconstruction. Our model demonstrates remarkable efficiency, achieving near real-time processing of 4K videos. Compared to the state-of-the-art lightweight model MRVSR, ours is more compact and faster, 60% smaller in size (0.483M vs. 1.21M parameters), and 106% quicker (96.44fps vs. 46.7fps on 1080p frames), with significantly improved perceptual quality. Xinyi Wu 0001, Santiago Lopez Tapia, Xijun Wang 0003, Rafael Molina 0001, Aggelos K. Katsaggelos |
IEEE Trans. Circuits Syst. Video Technol. | 1 |
| 2024 | Automated Adaptive Cinematography for User Interaction in Open WorldabstractAdvancements in wearable technology and their capacity to interpret user movements, transforming them into interactive actions in virtual environments, have sparked an increased demand for user flexibility within these spaces. A direct outcome of this growing trend is the imperative need for automated cinematography in expansive, open-world scenarios. Nevertheless, the task of interpreting these interactive sequences through automated cinematography in unconstrained environments involves significant computational challenges. In response to this, we introduce the Automated Adaptive Cinematography for Open-world Generative Adversarial Network (AACOGAN) -an innovative solution that addresses these issues. Contrary to traditional models, which require comprehensive prior knowledge about scenes, characters, and objects, AACOGAN identifies and models the relationships among user interactions, object positions, and camera movements during the process of user engagement. This novel approach allows the model to function effectively even in open-world scenarios riddled with numerous uncertain factors. In the experimental phase, we developed and employed theMineStory Dataset, designed specifically for automatic cinematography in open-world scenarios. We devised and implemented novel metrics that are more congruent with the distinctive features of open-world scenarios. These innovative metrics provide a more nuanced understanding of the performance and effectiveness of our proposed method. Experimental findings substantiate that AACOGAN significantly enhances automatic cinematography performance within open-world contexts, including an average augmentation of 73% in the correlation between user interactions and camera trajectories, and an increase of up to 32.9% in the quality of multi-focus scenes. Therefore, AACOGAN emerges as an efficient, and innovative solution for creating appropriate camera shots in a myriad of interactive motions in open-world scenarios. An exemplary video footage can be found athttps://youtu.be/pbSHF-uxomw. Zixiao Yu, Xinyi Wu 0001, Haohong Wang, Aggelos K. Katsaggelos, Jian Ren 0001 |
IEEE Trans. Multim. | 2 |
| 2019 | Spatially Adaptive Losses for Video Super-resolution with GANsabstractDeep Learning techniques and more specifically Generative Adversarial Networks (GANs) have recently been used for solving the video super-resolution (VSR) problem. In some of the published works, feature-based perceptual losses have also been used, resulting in promising results. While there has been work in the literature incorporating temporal information into the loss function, studies which make use of the spatial activity to improve GAN models are still lacking. Towards this end, this paper aims to train a GAN guided by a spatially adaptive loss function. Experimental results demonstrate that the learned model achieves improved results with sharper images, fewer artifacts and less noise. Xijun Wang 0003, Alice Lucas, Santiago Lopez Tapia, Xinyi Wu 0001, Rafael Molina 0001, Aggelos K. Katsaggelos |
ICASSP | 4 |