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Hanfeng Zhao

dblp:12/4206 · DBLP profile ↗
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3ranked-venue papers
0as first author
2since 2021 · last 2026
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 since 2021Artificial intelligence and machine learning · 2 · 2 since 2021Human-computer interaction and ubiquitous 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
1 paper
3D vision · 87% Generative modeling · 13%
Computer graphics and multimedia
1 paper
Visual content generation and editing · 75% Computer animation and physical simulation · 25%

Topics — the 10 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visual content generation and editing › video generation
long video generation
1.012026
Training-Free Multi-Character Audio-Driven Animation via Diffusion Transformer with Reward Feedback · AAAI 2026
Computer animation and physical simulation › character animation
multi-character animation
1.012026
Training-Free Multi-Character Audio-Driven Animation via Diffusion Transformer with Reward Feedback · AAAI 2026
Visual content generation and editing
talking head generation
1.012026
Training-Free Multi-Character Audio-Driven Animation via Diffusion Transformer with Reward Feedback · AAAI 2026
Visual content generation and editing
video generation
1.012026
Training-Free Multi-Character Audio-Driven Animation via Diffusion Transformer with Reward Feedback · AAAI 2026
Computer vision › 3D vision
3d human reconstruction
0.912025
MultiGO: Towards Multi-level Geometry Learning for Monocular 3D Textured Human Reconstruction · CVPR 2025
Computer vision › 3D vision
3d reconstruction
0.912025
MultiGO: Towards Multi-level Geometry Learning for Monocular 3D Textured Human Reconstruction · CVPR 2025
Computer vision › 3D vision › 3d human reconstruction
clothed human reconstruction
0.912025
MultiGO: Towards Multi-level Geometry Learning for Monocular 3D Textured Human Reconstruction · CVPR 2025
Computer vision › 3D vision › 3d human reconstruction › clothed human reconstruction
single-view clothed human reconstruction
0.912025
MultiGO: Towards Multi-level Geometry Learning for Monocular 3D Textured Human Reconstruction · CVPR 2025
Machine learning › Generative modeling › diffusion model › score-based generative model
denoising diffusion
0.312025
MultiGO: Towards Multi-level Geometry Learning for Monocular 3D Textured Human Reconstruction · CVPR 2025
Machine learning › Generative modeling
diffusion model
0.312025
MultiGO: Towards Multi-level Geometry Learning for Monocular 3D Textured Human Reconstruction · CVPR 2025

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

reward feedback · 1.0diffusion transformer · 1.0classifier-free guidance · 1.0LoRA · 1.0joint depth perturbation · 0.9gaussian reconstruction · 0.9diffusion denoising · 0.93d fourier features · 0.9
YearPublicationVenuePosition
2026 Training-Free Multi-Character Audio-Driven Animation via Diffusion Transformer with Reward Feedback
abstract
Recent advances in diffusion models have significantly improved audio-driven human video generation, surpassing traditional methods in both quality and controllability. However, existing approaches still face challenges in lip-sync accuracy, temporal coherence for long video generation, and multi-character animation. In this work, we propose a diffusion transformer (DiT)-based framework for generating lifelike talking videos of arbitrary length, and introduce a training-free method for multi-character audio-driven animation. First, we employ a LoRA-based training strategy combined with a position shift inference approach, which enables efficient long video generation while preserving the capabilities of the foundation model. Moreover, we combine partial parameter updates with reward feedback to enhance both lip synchronization and natural body motion. Finally, we propose a training-free approach, Mask Classifier-Free Guidance (Mask-CFG), for multi-character animation, which requires no specialized datasets or model modifications and supports audio-driven animation for three or more characters. Experimental results demonstrate that our method outperforms existing state-of-the-art approaches, achieving high-quality, temporally coherent, and multi-character audio-driven video generation in a simple, efficient, and cost-effective manner.
Xingpei Ma, Shenneng Huang, Jiaran Cai, Yuansheng Guan, Hanfeng Zhao, Shunsi Zhang
AAAI6
2025 MultiGO: Towards Multi-level Geometry Learning for Monocular 3D Textured Human Reconstruction
abstract
This paper investigates the research task of reconstructing the 3D clothed human body from a monocular image. Due to the inherent ambiguity of single-view input, existing approaches leverage pre-trained SMPL(-X) estimation models or generative models to provide auxiliary information for human reconstruction. However, these methods capture only the general human body geometry and overlook specific geometric details, leading to inaccurate skeleton reconstruction, incorrect joint positions, and unclear cloth wrinkles. In response to these issues, we propose a multi-level geometry learning framework. Technically, we design three key components: skeleton-level enhancement, joint-level augmentation, and wrinkle-level refinement modules. Specifically, we effectively integrate the projected 3D Fourier features into a Gaussian reconstruction model, introduce perturbations to improve joint depth estimation during training, and refine the human coarse wrinkles by resembling the de-noising process of the diffusion model. Extensive quantitative and qualitative experiments on two test sets show the superior performance of our approach compared to state-of-the-art (SOTA) methods.
Gangjian Zhang, Nanjie Yao, Shunsi Zhang, Hanfeng Zhao, Guoliang Pang, Jian Shu 0001, Hao Wang 0094
CVPR4
2003 A Consistency Model for Evaluating Distributed Virtual Environments
abstract
A distributed virtual environment (DVE) enables geographically distributed clients to interact with each other in a simulated environment. Due to the distributed architecture of DVEs, it is generally not easy to evaluate the performance of DVEs. In this paper, we propose a consistency model based on a metric called time-space inconsistency. The model relates a human participant's perception to the characteristic parameters of a DVE. Based on the model, the performance of a DVE can be easily evaluated without the actual execution of the DVE application, which is especially useful in the designing stage of a DVE. A ping-pong game is developed to verify the proposed model. Experiment results show that the model is effective in evaluating the performance of the game.
Suiping Zhou, Wentong Cai 0001, Stephen John Turner, Hanfeng Zhao
CW4