Demo Data from EDBT 2026 / reviewers in the wild / expert
Pei Lin
dblp:05/8234
· DBLP profile ↗
8ranked-venue papers
1as first author
7since 2021 · last 2025
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 5 · 1 first-author · 5 since 2021Graphics, computer vision, multimedia, augmented reality and games · 5 · 1 first-author · 5 since 2021Systems, architecture and hardware · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 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.
| Artificial intelligence
5 papers |
Generative modeling · 50% 3D vision · 50% | |
| Computer graphics and multimedia
4 papers |
Rendering · 51% Computer animation and physical simulation · 39% Virtual and augmented reality · 10% | |
| Interdisciplinary, comprehensive, and emerging computing
2 papers |
Bioinformatics and computational biology · 100% |
Topics — the 19 heaviest of 21, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
neural rendering |
1.5 | 3 | 2021 | iButter: Neural Interactive Bullet Time Generator for Human Free-viewpoint Rendering · ACM Multimedia 2021 Neural Free-Viewpoint Performance Rendering under Complex Human-object Interactions · ACM Multimedia 2021 NeuralHumanFVV: Real-Time Neural Volumetric Human Performance Rendering Using RGB Cameras · CVPR 2021 |
Rendering › novel view synthesis
free-viewpoint rendering |
1.0 | 2 | 2021 | iButter: Neural Interactive Bullet Time Generator for Human Free-viewpoint Rendering · ACM Multimedia 2021 Neural Free-Viewpoint Performance Rendering under Complex Human-object Interactions · ACM Multimedia 2021 |
Computer animation and physical simulation › motion synthesis
controllable motion generation |
0.9 | 1 | 2025 | HandDiffuse: Generative Controllers for Two-Hand Interactions via Diffusion Models · AAAI 2025 |
Computer animation and physical simulation
motion synthesis |
0.9 | 1 | 2025 | HandDiffuse: Generative Controllers for Two-Hand Interactions via Diffusion Models · AAAI 2025 |
Machine learning › Generative modeling
autoregressive model |
0.8 | 1 | 2024 | Molecule Design by Latent Prompt Transformer · NeurIPS 2024 |
Machine learning › Generative modeling › molecular generation
conditional molecular generation |
0.8 | 1 | 2024 | Molecule Design by Latent Prompt Transformer · NeurIPS 2024 |
Machine learning › Generative modeling
molecular generation |
0.8 | 1 | 2024 | Molecule Design by Latent Prompt Transformer · NeurIPS 2024 |
Machine learning › Generative modeling › autoregressive model
transformer-based generation |
0.8 | 1 | 2024 | Molecule Design by Latent Prompt Transformer · NeurIPS 2024 |
Computer vision › 3D vision
3d reconstruction |
0.7 | 2 | 2021 | Neural Free-Viewpoint Performance Rendering under Complex Human-object Interactions · ACM Multimedia 2021 NeuralHumanFVV: Real-Time Neural Volumetric Human Performance Rendering Using RGB Cameras · CVPR 2021 |
Computer vision › 3D vision › motion capture
human performance capture |
0.7 | 2 | 2021 | Neural Free-Viewpoint Performance Rendering under Complex Human-object Interactions · ACM Multimedia 2021 NeuralHumanFVV: Real-Time Neural Volumetric Human Performance Rendering Using RGB Cameras · CVPR 2021 |
Computer vision › 3D vision › neural rendering
dynamic human rendering |
0.6 | 1 | 2022 | HumanNeRF: Efficiently Generated Human Radiance Field from Sparse Inputs · CVPR 2022 |
Computer vision › 3D vision
neural radiance field |
0.6 | 1 | 2022 | HumanNeRF: Efficiently Generated Human Radiance Field from Sparse Inputs · CVPR 2022 |
Computer vision › 3D vision › 3d human reconstruction
human-object interaction reconstruction |
0.5 | 1 | 2021 | Neural Free-Viewpoint Performance Rendering under Complex Human-object Interactions · ACM Multimedia 2021 |
Virtual and augmented reality › immersive content generation
immersive human performance capture |
0.5 | 1 | 2021 | NeuralHumanFVV: Real-Time Neural Volumetric Human Performance Rendering Using RGB Cameras · CVPR 2021 |
Machine learning › Generative modeling
diffusion model |
0.3 | 1 | 2025 | HandDiffuse: Generative Controllers for Two-Hand Interactions via Diffusion Models · AAAI 2025 |
Bioinformatics and computational biology
drug discovery |
0.2 | 1 | 2024 | Molecule Design by Latent Prompt Transformer · NeurIPS 2024 |
Bioinformatics and computational biology › functional genomics
gene function analysis |
0.2 | 1 | 2014 | GenCLiP 2.0: a web server for functional clustering of genes and construction of molecular networks based on free terms · Bioinform. 2014 |
Computer vision › 3D vision › novel view synthesis
sparse view synthesis |
0.2 | 1 | 2022 | HumanNeRF: Efficiently Generated Human Radiance Field from Sparse Inputs · CVPR 2022 |
Computer vision › 3D vision › 3d reconstruction
volumetric reconstruction |
0.1 | 1 | 2021 | Neural Free-Viewpoint Performance Rendering under Complex Human-object Interactions · ACM Multimedia 2021 |
Methods — techniques the papers use, named apart from their topics
interaction loss · 1.7diffusion model · 1.7posterior sampling · 1.5online learning · 1.5maximum likelihood estimation · 1.5latent prompt · 1.5hierarchical sampling · 1.0pixel-alignment feature aggregation · 0.6non-rigid deformation field · 0.6appearance blending · 0.6occlusion-aware reconstruction · 0.5neural rendering · 0.5neural radiance field · 0.5neural implicit geometry · 0.5neural blending · 0.5multi-task learning · 0.5layer-wise decoupling · 0.5text mining · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | HandDiffuse: Generative Controllers for Two-Hand Interactions via Diffusion ModelsabstractExisting hands datasets are largely short-range and the interaction is weak due to the self-occlusion and self-similarity of hands, which can not yet fit the need for interacting hands motion generation. To rescue the data scarcity, we propose HandDiffuse12.5M, a novel and real dataset that consists of temporal sequences with strong two-hand interactions. HandDiffuse12.5M has the largest scale and richest interactions among the existing two-hand datasets. We further present a strong baseline method HandDiffuse for the controllable motion generation of interacting hands using various controllers. Specifically, we apply the diffusion model as the backbone and design two motion representations for different controllers. To reduce artifacts, we also propose Interaction Loss which explicitly quantifies the dynamic interaction process. Our HandDiffuse enables various applications, i.e., motion in-betweening and trajectory controled generation. Experiments show that our method outperforms the state-of-the-art techniques in motion generation. The vivid two-hand motions generated by our method can also construct synthetic datasets and enhances the accuracy of existing hand motion capture algorithms. Pei Lin |
AAAI | 1 |
| 2025 | R-Tac0: A Rounded High-Frequency Transferable Monochrome Vision-based Tactile Sensor for Shape ReconstructionabstractEndowing the curved surfaces of rounded vision-based tactile fingers is essential for dexterous robotic manipulation, as they offer more sufficient contact with the environment. However, current rounded designs are constrained by a low sensing frequency (30–60 Hz) and the need for recalibration when adapting to new sensors due to the reliance on multi-channel captures, which hinders their performance in dynamic robotic tasks and large-scale deployment. In this work, we introduce R-Tac0, a low-cost rounded VBTS engineered for high-resolution and high-speed perception. The key innovation is a monochrome vision-based sensing principle: utilizing a black-and-white camera to capture the reflection properties of the compound rounded elastomer under monochromatic illumination. This single-channel imaging significantly reduces data volume and simplifies computational complexity, enabling 120 Hz tactile perception. A lightweight neural network can calibrate the sensor to achieve a depth reconstruction accuracy of 0.169 mm per pixel, while exhibiting surprisingly good transferability to new sensors. In experiments, we demonstrate the advantages of R-Tac0’s rounded design by evaluating its performance under different contact angles, its high-frequency perception in slip detection, and its effectiveness in robotic dynamic pose estimation. Wanlin Li, Pei Lin, Meng Wang 0051, Chenxi Xiao, Kaspar Althoefer, Yao Su 0001, Ziyuan Jiao, Hangxin Liu |
IROS | 2 |
| 2024 | Molecule Design by Latent Prompt TransformerabstractThis work explores the challenging problem of molecule design by framing it as a conditional generative modeling task, where target biological properties or desired chemical constraints serve as conditioning variables.
We propose the Latent Prompt Transformer (LPT), a novel generative model comprising three components: (1) a latent vector with a learnable prior distribution modeled by a neural transformation of Gaussian white noise; (2) a molecule generation model based on a causal Transformer, which uses the latent vector as a prompt; and (3) a property prediction model that predicts a molecule's target properties and/or constraint values using the latent prompt. LPT can be learned by maximum likelihood estimation on molecule-property pairs. During property optimization, the latent prompt is inferred from target properties and constraints through posterior sampling and then used to guide the autoregressive molecule generation.
After initial training on existing molecules and their properties, we adopt an online learning algorithm to progressively shift the model distribution towards regions that support desired target properties. Experiments demonstrate that LPT not only effectively discovers useful molecules across single-objective, multi-objective, and structure-constrained optimization tasks, but also exhibits strong sample efficiency. Deqian Kong, Jianwen Xie, Edouardo Honig, Shuanghong Xue, Pei Lin, Sanping Zhou, Nanning Zheng 0001, Ying Nian Wu |
NeurIPS | 7 |
| 2022 | HumanNeRF: Efficiently Generated Human Radiance Field from Sparse InputsabstractRecent neural human representations can produce high-quality multi-view rendering but require using dense multi-view inputs and costly training. They are hence largely limited to static models as training each frame is infeasible. We present HumanNeRF - a neural representation with efficient generalization ability - for high-fidelity free-view synthesis of dynamic humans. Analogous to how IBRNet assists NeRF by avoiding perscene training, HumanNeRF employs an aggregated pixel-alignment feature across multi-view inputs along with a pose embedded non-rigid deformation field for tackling dynamic motions. The raw Human-NeRF can already produce reasonable rendering on sparse video inputs of unseen subjects and camera settings. To further improve the rendering quality, we augment our solution with in-hour scene-specific fine-tuning, and an appearance blending module for combining the benefits of both neural volumetric rendering and neural texture blending. Extensive experiments on various multi-view dynamic hu-man datasets demonstrate effectiveness of our approach in synthesizing photo-realistic free-view humans under challenging motions and with very sparse camera view inputs. Fuqiang Zhao, Wei Yang 0034, Jiakai Zhang, Pei Lin, Yingliang Zhang, Jingyi Yu 0001, Lan Xu 0003 |
CVPR | 4 |
| 2021 | NeuralHumanFVV: Real-Time Neural Volumetric Human Performance Rendering Using RGB Camerasabstract4D reconstruction and rendering of human activities is critical for immersive VR/AR experience. Recent advances still fail to recover fine geometry and texture results with the level of detail present in the input images from sparse multi-view RGB cameras. In this paper, we propose Neural-HumanFVV, a real-time neural human performance capture and rendering system to generate both high-quality geometry and photo-realistic texture of human activities in arbitrary novel views. We propose a neural geometry generation scheme with a hierarchical sampling strategy for real-time implicit geometry inference, as well as a novel neural blending scheme to generate high resolution (e.g., 1k) and photo-realistic texture results in the novel views. Furthermore, we adopt neural normal blending to enhance geometry details and formulate our neural geometry and texture rendering into a multi-task learning framework. Extensive experiments demonstrate the effectiveness of our approach to achieve high-quality geometry and photo-realistic free view-point reconstruction for challenging human performances. Xin Suo, Yuheng Jiang, Pei Lin, Yingliang Zhang, Minye Wu, Lan Xu 0003 |
CVPR | 3 |
| 2021 | Neural Free-Viewpoint Performance Rendering under Complex Human-object Interactionsabstract4D reconstruction of human-object interaction is critical for immersive VR/AR experience and human activity understanding. Recent advances still fail to recover fine geometry and texture results from sparse RGB inputs, especially under challenging human-object interactions scenarios. In this paper, we propose a neural human performance capture and rendering system to generate both high-quality geometry and photo-realistic texture of both human and objects under challenging interaction scenarios in arbitrary novel views, from only sparse RGB streams. To deal with complex occlusions raised by human-object interactions, we adopt a layer-wise scene decoupling strategy and perform volumetric reconstruction and neural rendering of the human and object. Specifically, for geometry reconstruction, we propose an interaction-aware human-object capture scheme that jointly considers the human reconstruction and object reconstruction with their correlations. Occlusion-aware human reconstruction and robust human-aware object tracking are proposed for consistent 4D human-object dynamic reconstruction. For neural texture rendering, we propose a layer-wise human-object rendering scheme, which combines direction-aware neural blending weight learning and spatial-temporal texture completion to provide high-resolution and photo-realistic texture results in the occluded scenarios. Extensive experiments demonstrate the effectiveness of our approach to achieve high-quality geometry and texture reconstruction in free viewpoints for challenging human-object interactions. Guoxing Sun 0001, Xin Chen 0040, Yizhang Chen, Anqi Pang, Pei Lin, Yuheng Jiang, Lan Xu 0003, Jingyi Yu 0001, Jingya Wang 0001 |
ACM Multimedia | 5 |
| 2021 | iButter: Neural Interactive Bullet Time Generator for Human Free-viewpoint RenderingabstractGenerating "bullet-time" effects of human free-viewpoint videos is critical for immersive visual effects and VR/AR experience. Recent neural advances still lack the controllable and interactive bullet-time design ability for human free-viewpoint rendering, especially under the real-time, dynamic and general setting for our trajectory-aware task. To fill this gap, in this paper we propose a neural interactive bullet-time generator (iButter) for photo-realistic human free-viewpoint rendering from dense RGB streams, which enables flexible and interactive design for human bullet-time visual effects. Our iButter approach consists of a real-time preview and design stage as well as a trajectory-aware refinement stage. During preview, we propose an interactive bullet-time design approach by extending the NeRF rendering to a real-time and dynamic setting and getting rid of the tedious per-scene training. To this end, our bullet-time design stage utilizes a hybrid training set, light-weight network design and an efficient silhouette-based sampling strategy. During refinement, we introduce an efficient trajectory-aware scheme within 20 minutes, which jointly encodes the spatial, temporal consistency and semantic cues along the designed trajectory, achieving photo-realistic bullet-time viewing experience of human activities. Extensive experiments demonstrate the effectiveness of our approach for convenient interactive bullet-time design and photo-realistic human free-viewpoint video generation. Pei Lin, Yuheng Jiang, Xin Suo, Minye Wu, Lan Xu 0003, Jingyi Yu 0001 |
ACM Multimedia | 3 |
| 2014 | GenCLiP 2.0: a web server for functional clustering of genes and construction of molecular networks based on free termsabstractUNLABELLED: Identifying biological functions and molecular networks in a gene list and how the genes may relate to various topics is of considerable value to biomedical researchers. Here, we present a web-based text-mining server, GenCLiP 2.0, which can analyze human genes with enriched keywords and molecular interactions. Compared with other similar tools, GenCLiP 2.0 offers two unique features: (i) analysis of gene functions with free terms (i.e. any terms in the literature) generated by literature mining or provided by the user and (ii) accurate identification and integration of comprehensive molecular interactions from Medline abstracts, to construct molecular networks and subnetworks related to the free terms. AVAILABILITY AND IMPLEMENTATION: http://ci.smu.edu.cn. SUPPLEMENTARY INFORMATION: Supplementary data are available at Bioinformatics online. Jia-Hong Wang, Ling-Feng Zhao, Pei Lin, Xiao-Rong Su, Shi-Jun Chen, Li-Qiang Huang, Hua-Feng Wang, Zhen-Fu Hu, Kai-Tai Yao, Zhong-Xi Huang |
Bioinform. | 3 |