Demo Data from EDBT 2026 / reviewers in the wild / expert
Chengde Wan
dblp:139/7079
· DBLP profile ↗
13ranked-venue papers
6as first author
5since 2021 · last 2025
0000-0003-1762-7849ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 12 · 6 first-author · 4 since 2021Artificial intelligence and machine learning · 10 · 5 first-author · 4 since 2021Human-computer interaction and ubiquitous computing · 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.
| Artificial intelligence
11 papers |
Face, body and person analysis · 21% Generative modeling · 21% 3D vision · 21% | |
| Computer graphics and multimedia
3 papers |
Computer animation and physical simulation · 56% Image and video processing · 25% Virtual and augmented reality · 19% | |
| Human-computer interaction and pervasive computing
1 paper |
Interaction techniques and input · 50% Immersive interaction · 50% |
Topics — the 21 heaviest of 26, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › Face, body and person analysis › human pose estimation › articulated pose estimation
hand pose estimation |
1.7 | 5 | 2020 | Dual Grid Net: Hand Mesh Vertex Regression from Single Depth Maps · ECCV (30) 2020 Self-Supervised 3D Hand Pose Estimation Through Training by Fitting · CVPR 2019 Dense 3D Regression for Hand Pose Estimation · CVPR 2018 |
Computer vision › 3D vision
pose estimation |
1.6 | 4 | 2022 | PressureVision: Estimating Hand Pressure from a Single RGB Image · ECCV (6) 2022 Self-Supervised 3D Hand Pose Estimation Through Training by Fitting · CVPR 2019 Dense 3D Regression for Hand Pose Estimation · CVPR 2018 |
Machine learning › Generative modeling
diffusion model |
0.9 | 1 | 2025 | LatentHOI: On the Generalizable Hand Object Motion Generation with Latent Hand Diffusion · CVPR 2025 |
Machine learning › Generative modeling › diffusion model
latent diffusion model |
0.9 | 1 | 2025 | LatentHOI: On the Generalizable Hand Object Motion Generation with Latent Hand Diffusion · CVPR 2025 |
Computer animation and physical simulation
motion synthesis |
0.9 | 1 | 2025 | LatentHOI: On the Generalizable Hand Object Motion Generation with Latent Hand Diffusion · CVPR 2025 |
Machine learning › Learning paradigms
continual learning |
0.8 | 1 | 2024 | POET: Prompt Offset Tuning for Continual Human Action Adaptation · ECCV (64) 2024 |
Interaction techniques and input › input sensing › gesture recognition
micro-gesture recognition |
0.8 | 1 | 2024 | STMG: A Machine Learning Microgesture Recognition System for Supporting Thumb-Based VR/AR Input · CHI 2024 |
Machine learning › Learning paradigms › continual learning
class-incremental learning |
0.7 | 1 | 2023 | Data-Free Class-Incremental Hand Gesture Recognition · ICCV 2023 |
Machine learning › Learning paradigms › continual learning › class-incremental learning
data-free class-incremental learning |
0.7 | 1 | 2023 | Data-Free Class-Incremental Hand Gesture Recognition · ICCV 2023 |
Computer vision › Face, body and person analysis › hand analysis
hand gesture recognition |
0.7 | 1 | 2023 | Data-Free Class-Incremental Hand Gesture Recognition · ICCV 2023 |
Computer vision › Video understanding and tracking › gesture recognition
skeleton-based gesture recognition |
0.7 | 1 | 2023 | Data-Free Class-Incremental Hand Gesture Recognition · ICCV 2023 |
Computer vision › Video understanding and tracking
action recognition |
0.5 | 2 | 2024 | Deep Learning on Lie Groups for Skeleton-Based Action Recognition · CVPR 2017 POET: Prompt Offset Tuning for Continual Human Action Adaptation · ECCV (64) 2024 |
Computer animation and physical simulation
character animation |
0.4 | 1 | 2020 | MEgATrack: monochrome egocentric articulated hand-tracking for virtual reality · ACM Trans. Graph. 2020 |
Virtual and augmented reality › immersive interaction
hand tracking |
0.4 | 1 | 2020 | MEgATrack: monochrome egocentric articulated hand-tracking for virtual reality · ACM Trans. Graph. 2020 |
Machine learning › Generative modeling
generative adversarial network |
0.3 | 1 | 2017 | Crossing Nets: Combining GANs and VAEs with a Shared Latent Space for Hand Pose Estimation · CVPR 2017 |
Computer vision › Video understanding and tracking › action recognition
skeleton-based action recognition |
0.3 | 1 | 2017 | Deep Learning on Lie Groups for Skeleton-Based Action Recognition · CVPR 2017 |
Machine learning › Generative modeling
variational autoencoder |
0.3 | 1 | 2017 | Crossing Nets: Combining GANs and VAEs with a Shared Latent Space for Hand Pose Estimation · CVPR 2017 |
Computer vision › 3D vision
hand-object interaction |
0.3 | 1 | 2025 | LatentHOI: On the Generalizable Hand Object Motion Generation with Latent Hand Diffusion · CVPR 2025 |
Computer vision › 3D vision › motion capture
skeleton tracking |
0.2 | 1 | 2024 | STMG: A Machine Learning Microgesture Recognition System for Supporting Thumb-Based VR/AR Input · CHI 2024 |
Machine learning › Efficient and distributed learning › model compression
knowledge distillation |
0.2 | 1 | 2023 | Data-Free Class-Incremental Hand Gesture Recognition · ICCV 2023 |
Computer vision › 3D vision › depth estimation
depth reconstruction |
0.1 | 1 | 2020 | Dual Grid Net: Hand Mesh Vertex Regression from Single Depth Maps · ECCV (30) 2020 |
Methods — techniques the papers use, named apart from their topics
variational autoencoder · 1.7latent diffusion · 1.7contrastive learning · 1.7machine learning · 1.5prompt tuning · 0.8prompt offset tuning · 0.8model inversion · 0.7max-margin classification · 0.7boundary-aware prototypical sampling · 0.7neural network · 0.4keypoint estimation · 0.4dual grid network · 0.4detection-by-tracking · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | LatentHOI: On the Generalizable Hand Object Motion Generation with Latent Hand DiffusionabstractCurrent research on generating 3D hand-object interaction motion primarily focuses on in-domain objects. Generalization to unseen objects is essential for practical applications, yet it remains both challenging and largely unexplored. In this paper, we propose LatentHOI, a novel approach designed to tackle the challenges of generalizing hand-object interaction synthesis to unseen objects. Our main insight lies in decoupling high-level temporal motion from fine-grained spatial hand-object interactions via a latent diffusion model coupled with a Grasping Variational Autoencoder (Grasp-VAE). This configuration introduces regularization by enforcing a conditional dependency between spatial grasping and temporal motion, as well as through the regularized latent space for better generalization ability. We conducted extensive experiments in an unseen-object setting on both single-hand grasping and bi-manual motion datasets, including GRAB, DexYCB†, and OakInk. Quantitative and qualitative evaluations demonstrate that our method significantly enhances the realism and physical plausibility of generated motions for unseen objects, both in single and bimanual manipulations, compared to the state-of-the-art. Muchen Li, Sammy Joe Christen, Chengde Wan, Yujun Cai, Renjie Liao 0001, Leonid Sigal, Shugao Ma |
CVPR | 3 |
| 2024 | STMG: A Machine Learning Microgesture Recognition System for Supporting Thumb-Based VR/AR InputabstractAR/VR devices have started to adopt hand tracking, in lieu of controllers, to support user interaction. However, today’s hand input rely primarily on one gesture: pinch. Moreover, current mappings of hand motion to use cases like VR locomotion and content scrolling involve more complex and larger arm motions than joystick or trackpad usage. STMG increases the gesture space by recognizing additional small thumb-based microgestures from skeletal tracking running on a headset. We take a machine learning approach and achieve a 95.1% recognition accuracy across seven thumb gestures performed on the index finger surface: four directional thumb swipes (left, right, forward, backward), thumb tap, and fingertip pinch start and pinch end. We detail the components to our machine learning pipeline and highlight our design decisions and lessons learned in producing a well generalized model. We then demonstrate how these microgestures simplify and reduce arm motions for hand-based locomotion and scrolling interactions. Kenrick Kin, Chengde Wan, Ken Koh, Andrei Marin, Necati Cihan Camgöz, Yujun Cai, Fedor Kovalev, Moshe Ben-Zacharia, Shannon Hoople, Marcos Nunes-Ueno, Mariel Sanchez-Rodriguez, Ayush Bhargava, Robert Wang 0002, Eric Sauser, Shugao Ma |
CHI | 2 |
| 2024 | POET: Prompt Offset Tuning for Continual Human Action Adaptation
Prachi Garg, K. J. Joseph, Vineeth N. Balasubramanian, Necati Cihan Camgöz, Chengde Wan, Kenrick Kin, Weiguang Si, Shugao Ma, Fernando De la Torre |
ECCV (64) | 5 |
| 2023 | Data-Free Class-Incremental Hand Gesture RecognitionabstractThis paper investigates data-free class-incremental learning (DFCIL) for hand gesture recognition from 3D skeleton sequences. In this class-incremental learning (CIL) setting, while incrementally registering the new classes, we do not have access to the training samples (i.e. data-free) of the already known classes due to privacy. Existing DFCIL methods primarily focus on various forms of knowledge distillation for model inversion to mitigate catastrophic forgetting. Unlike SOTA methods, we delve deeper into the choice of the best samples for inversion. Inspired by the well-grounded theory of max-margin classification, we find that the best samples tend to lie close to the approximate decision boundary within a reasonable margin. To this end, we propose BOAT-MI – a simple and effective boundary-aware prototypical sampling mechanism for model inversion for DFCIL. Our sampling scheme outperforms SOTA methods significantly on two 3D skeleton gesture datasets, the publicly available SHREC 2017, and EgoGesture3D – which we extract from a publicly available RGBD dataset. Both our codebase and the EgoGesture3D skeleton dataset are publicly available: https://github.com/humansensinglab/dfcil-hgr. Shubhra Aich, Jesús Ruiz-Santaquiteria, Prachi Garg, K. J. Joseph, Alvaro Fernandez Garcia, Vineeth N. Balasubramanian, Kenrick Kin, Chengde Wan, Necati Cihan Camgöz, Shugao Ma, Fernando De la Torre |
ICCV | 9 |
| 2022 | PressureVision: Estimating Hand Pressure from a Single RGB Image
Patrick Grady, Chengcheng Tang, Samarth Brahmbhatt, Christopher D. Twigg, Chengde Wan, James Hays, Charles C. Kemp |
ECCV (6) | 5 |
| 2020 | Dual Grid Net: Hand Mesh Vertex Regression from Single Depth Maps
Chengde Wan, Thomas Probst, Luc Van Gool, Angela Yao |
ECCV (30) | 1 |
| 2020 | MEgATrack: monochrome egocentric articulated hand-tracking for virtual realityabstractWe present a system for real-time hand-tracking to drive virtual and augmented reality (VR/AR) experiences. Using four fisheye monochrome cameras, our system generates accurate and low-jitter 3D hand motion across a large working volume for a diverse set of users. We achieve this by proposing neural network architectures for detecting hands and estimating hand keypoint locations. Our hand detection network robustly handles a variety of real world environments. The keypoint estimation network leverages tracking history to produce spatially and temporally consistent poses. We design scalable, semi-automated mechanisms to collect a large and diverse set of ground truth data using a combination of manual annotation and automated tracking. Additionally, we introduce a detection-by-tracking method that increases smoothness while reducing the computational cost; the optimized system runs at 60Hz on PC and 30Hz on a mobile processor. Together, these contributions yield a practical system for capturing a user's hands and is the default feature on the Oculus Quest VR headset powering input and social presence. Shangchen Han, Randi Cabezas, Christopher D. Twigg, Peizhao Zhang, Jeff Petkau, Tsz-Ho Yu, Chun-Jung Tai, Muzaffer Akbay, Asaf Nitzan, Gang Dong, Yuting Ye, Lingling Tao, Chengde Wan, Robert Wang 0002 |
ACM Trans. Graph. | 15 |
| 2019 | Self-Supervised 3D Hand Pose Estimation Through Training by FittingabstractWe present a self-supervision method for 3D hand pose estimation from depth maps. We begin with a neural network initialized with synthesized data and fine-tune it on real but unlabelled depth maps by minimizing a set of data-fitting terms. By approximating the hand surface with a set of spheres, we design a differentiable hand renderer to align estimates by comparing the rendered and input depth maps. In addition, we place a set of priors including a data-driven term to further regulate the estimate's kinematic feasibility. Our method makes highly accurate estimates comparable to current supervised methods which require large amounts of labelled training samples, thereby advancing state-of-the-art in unsupervised learning for hand pose estimation. Chengde Wan, Thomas Probst, Luc Van Gool, Angela Yao |
CVPR | 1 |
| 2018 | Dense 3D Regression for Hand Pose EstimationabstractWe present a simple and effective method for 3D hand pose estimation from a single depth frame. As opposed to previous state-of-the-art methods based on holistic 3D regression, our method works on dense pixel-wise estimation. This is achieved by careful design choices in pose parameterization, which leverages both 2D and 3D properties of depth map. Specifically, we decompose the pose parameters into a set of per-pixel estimations, i.e., 2D heat maps, 3D heat maps and unit 3D directional vector fields. The 2D/3D joint heat maps and 3D joint offsets are estimated via multitask network cascades, which is trained end-to-end. The pixel-wise estimations can be directly translated into a vote casting scheme. A variant of mean shift is then used to aggregate local votes while enforcing consensus between the the estimated 3D pose and the pixel-wise 2D and 3D estimations by design. Our method is efficient and highly accurate. On MSRA and NYU hand dataset, our method outperforms all previous state-of-the-art approaches by a large margin. On the ICVL hand dataset, our method achieves similar accuracy compared to the nearly saturated result obtained by [5] and outperforms various other proposed methods. Code is available online1. Chengde Wan, Thomas Probst, Luc Van Gool, Angela Yao |
CVPR | 1 |
| 2017 | Deep Learning on Lie Groups for Skeleton-Based Action RecognitionabstractIn recent years, skeleton-based action recognition has become a popular 3D classification problem. State-of-the-art methods typically first represent each motion sequence as a high-dimensional trajectory on a Lie group with an additional dynamic time warping, and then shallowly learn favorable Lie group features. In this paper we incorporate the Lie group structure into a deep network architecture to learn more appropriate Lie group features for 3D action recognition. Within the network structure, we design rotation mapping layers to transform the input Lie group features into desirable ones, which are aligned better in the temporal domain. To reduce the high feature dimensionality, the architecture is equipped with rotation pooling layers for the elements on the Lie group. Furthermore, we propose a logarithm mapping layer to map the resulting manifold data into a tangent space that facilitates the application of regular output layers for the final classification. Evaluations of the proposed network for standard 3D human action recognition datasets clearly demonstrate its superiority over existing shallow Lie group feature learning methods as well as most conventional deep learning methods. Zhiwu Huang, Chengde Wan, Thomas Probst, Luc Van Gool |
CVPR | 2 |
| 2017 | Crossing Nets: Combining GANs and VAEs with a Shared Latent Space for Hand Pose EstimationabstractState-of-the-art methods for 3D hand pose estimation from depth images require large amounts of annotated training data. We propose modelling the statistical relationship of 3D hand poses and corresponding depth images using two deep generative models with a shared latent space. By design, our architecture allows for learning from unlabeled image data in a semi-supervised manner. Assuming a one-to-one mapping between a pose and a depth map, any given point in the shared latent space can be projected into both a hand pose or into a corresponding depth map. Regressing the hand pose can then be done by learning a discriminator to estimate the posterior of the latent pose given some depth map. To prevent over-fitting and to better exploit unlabeled depth maps, the generator and discriminator are trained jointly. At each iteration, the generator is updated with the back-propagated gradient from the discriminator to synthesize realistic depth maps of the articulated hand, while the discriminator benefits from an augmented training set of synthesized samples and unlabeled depth maps. The proposed discriminator network architecture is highly efficient and runs at 90fps on the CPU with accuracies comparable or better than state-of-art on 3 publicly available benchmarks. Chengde Wan, Thomas Probst, Luc Van Gool, Angela Yao |
CVPR | 1 |
| 2016 | Hand Pose Estimation from Local Surface Normals
Chengde Wan, Angela Yao, Luc Van Gool |
ECCV (3) | 1 |
| 2013 | Tree-based Shape Descriptor for scalable logo detectionabstractDetecting logos in real-world images is a great challenging task due to a variety of viewpoint or light condition changes and real-time requirements in practice. Conventional object detection methods, e.g., part-based model, may suffer from expensively computational cost if it was directly applied to this task. A promising alternative, triangle structural descriptor associated with matching strategy, offers an efficient way of recognizing logos. However, the descriptor fails to the rotation of logo images that often occurs when viewpoint changes. To overcome this shortcoming, we propose a new Tree-based Shape Descriptor (TSD) in this paper, which is strictly invariant to affine transformation in real-world images. The core of proposed descriptor is to encode the shape of logos by depicting both appearance and spatial information of four local key-points. In the training stage, an efficient algorithm is introduced to mine a discriminate subset of four tuples from all possible key-point combinations. Moreover, a root indexing scheme is designed to enable to detect multiple logos simultaneously. Extensive experiments on three benchmarks demonstrate the superiority of proposed approach over state-of-the-art methods. Chengde Wan, Zhicheng Zhao 0001, Anni Cai |
VCIP | 1 |