EDBT 2026 Demo / reviewers in the wild / expert
Teng Deng
dblp:147/4642
· DBLP profile ↗
7ranked-venue papers
4as first author
1since 2021 · last 2025
0000-0001-7431-4748ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 6 · 3 first-author · 1 since 2021Artificial intelligence and machine learning · 2 · 1 first-author · 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
2 papers |
3D vision · 100% | |
| Computer graphics and multimedia
2 papers |
Visual content generation and editing · 95% Virtual and augmented reality · 5% |
Topics — the 5 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › 3D vision
3d reconstruction |
1.2 | 2 | 2025 | LUCAS: Layered Universal Codec Avatars · CVPR 2025 FaceCollage: A Rapidly Deployable System for Real-time Head Reconstruction for On-The-Go 3D Telepresence · ACM Multimedia 2017 |
Computer vision › 3D vision › 3d reconstruction › object reconstruction
head avatar reconstruction |
0.9 | 1 | 2025 | LUCAS: Layered Universal Codec Avatars · CVPR 2025 |
Visual content generation and editing
3d content creation |
0.9 | 1 | 2025 | LUCAS: Layered Universal Codec Avatars · CVPR 2025 |
Visual content generation and editing › avatar generation
codec avatars |
0.9 | 1 | 2025 | LUCAS: Layered Universal Codec Avatars · CVPR 2025 |
Virtual and augmented reality › telepresence
3d telepresence |
0.1 | 1 | 2017 | FaceCollage: A Rapidly Deployable System for Real-time Head Reconstruction for On-The-Go 3D Telepresence · ACM Multimedia 2017 |
Methods — techniques the papers use, named apart from their topics
universal prior model · 1.7mesh-based representation · 1.7gaussian splatting · 1.7automatic calibration · 0.9GPU parallel computation · 0.9RGB-D fusion · 0.6RGBD fusion · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | LUCAS: Layered Universal Codec AvatarsabstractPhotorealistic 3D head avatar reconstruction faces critical challenges in modeling dynamic face-hair interactions and achieving cross-identity generalization, particularly during expressions and head movements. We present LUCAS, a novel Universal Prior Model (UPM) for codec avatar modeling that disentangles face and hair through a layered representation. Unlike previous UPMs that treat hair as an integral part of the head, our approach separates the modeling of the hairless head and hair into distinct branches. LUCAS is the first to introduce a mesh-based UPM, facilitating real-time rendering on devices. Our layered representation also improves the anchor geometry for precise and visually appealing Gaussian renderings. Experimental results indicate that LUCAS outperforms existing single-mesh and Gaussian-based avatar models in both quantitative and qualitative assessments, including evaluations on held-out subjects in zero-shot driving scenarios. LUCAS demonstrates superior dynamic performance in managing head pose changes, expression transfer, and hairstyle variations, thereby advancing the state-of-the-art in 3D head avatar reconstruction. Project page: https://lsn33096.github.io/LUCAS/. Di Liu 0003, Teng Deng, Giljoo Nam, Stanislav Pidhorskyi, Jason M. Saragih, Dimitris N. Metaxas, Chen Cao 0001 |
CVPR | 2 |
| 2019 | Shading-Based Surface Recovery Using Subdivision-Based RepresentationabstractAbstract This paper presents subdivision‐based representations for both lighting and geometry in shape‐from‐shading. A very recent shading‐based method introduced a per‐vertex overall illumination model for surface reconstruction, which has advantage of conveniently handling complicated lighting condition and avoiding explicit estimation of visibility and varied albedo. However, due to its discrete nature, the per‐vertex overall illumination requires a large amount of memory and lacks intrinsic coherence. To overcome these problems, in this paper we propose to use classic subdivision to define the basic smooth lighting function and surface, and introduce additional independent variables into the subdivision to adaptively model sharp changes of illumination and geometry. Compared to previous works, the new model not only preserves the merits of the per‐vertex illumination model, but also greatly reduces the number of variables required in surface recovery and intrinsically regularizes the illumination vectors and the surface. These features make the new model very suitable for multi‐view stereo surface reconstruction under general, unknown illumination condition. Particularly, a variational surface reconstruction method built upon the subdivision representations for lighting and geometry is developed. The experiments on both synthetic and real‐world data sets have demonstrated that the proposed method can achieve memory efficiency and improve surface detail recovery. Teng Deng, Jianmin Zheng, Jianfei Cai 0001, Tat-Jen Cham |
Comput. Graph. Forum | 1 |
| 2018 | SubdSH: Subdivision-based Spherical Harmonics Field for Real-time Shading-based Refinement under Challenging Unknown IlluminationabstractThis paper presents a spatial-varying illumination model for shading-based depth refinement that based on a smooth Spherical Harmonics (SH) lighting field. The proposed lighting model is able to recover shading under challenging unknown lighting conditions, thus improving the quality of recovered surface detail. To avoid over-parameterization, local lighting coefficients are treated as a vector-valued function which is represented by subdivided surfaces using Catmull-Clark subdivision. We solve our lighting model utilizing a highly parallelized scheme that recovers lighting in a few milliseconds. A real-time shading-based depth recovery system is implemented with the integration of our proposed lighting model. We conduct quantitative and qualitative evaluations on both synthetic and real world datasets under challenging illumination. The experimental results show our method outperforms the state-of-the-art real-time shading-based depth refinement system. Teng Deng, Jianmin Zheng, Jianfei Cai 0001, Tat-Jen Cham |
VCIP | 1 |
| 2017 | FaceCollage: A Rapidly Deployable System for Real-time Head Reconstruction for On-The-Go 3D TelepresenceabstractThis paper presents FaceCollage, a robust and real-time system for head reconstruction that can be used to create easy-to-deploy telepresence systems, using a pair of consumer-grade RGBD cameras that provide a wide range of views of the reconstructed user. A key feature is that the system is very simple to rapidly deploy, with autonomous calibration and requiring minimal intervention from the user, other than casually placing the cameras. This system is realized through three technical contributions: (1) a fully automatic calibration method, which analyzes and correlates the left and right RGBD faces just by the face features; (2) an implementation that exploits the parallel computation capability of GPU throughout most of the system pipeline, in order to attain real-time performance; and (3) a complete integrated system on which we conducted various experiments to demonstrate its capability, robustness, and performance, including testing the system on twelve participants with visually-pleasing results. Fuwen Tan, Chi-Wing Fu, Teng Deng, Jianfei Cai 0001, Tat-Jen Cham |
ACM Multimedia | 3 |
| 2017 | Multiple consumer-grade depth camera registration using everyday objects
Teng Deng, Jianfei Cai 0001, Tat-Jen Cham, Jianmin Zheng |
Image Vis. Comput. | 1 |
| 2014 | Registration of multiple RGBD cameras via local rigid transformationsabstractRGBD cameras, such as the Kinect, have recently revolutionized the field of real-time geometry and appearance acquisition. While impressive 3D reconstruction results have been obtained, combining data acquired by multiple RGBD cameras constitutes a technical challenge. Several methods have been proposed to estimate the internal parameters of each RGBD camera (such as depth mapping function and focal length). Despite that the textured geometry obtained by each RGBD camera individually is visually attractive, even state-of-the-art methods have difficulties in correctly combining the textured geometries obtained by several RGBD cameras via a rigid transformation. Based on this observation, our approach registers the RGBD cameras by a smooth field of rigid transformations, instead of a single rigid transformation. Experimental results on challenging data demonstrate the validity of the proposed approach. Teng Deng, Jean-Charles Bazin, Claudia Plüss, Jianfei Cai 0001, Tiberiu Popa, Markus Gross 0001 |
ICME | 1 |
| 2014 | Spatio-temporal geometry fusion for multiple hybrid cameras using moving least squares surfacesabstractAbstract Multi‐view reconstruction aims at computing the geometry of a scene observed by a set of cameras. Accurate 3D reconstruction of dynamic scenes is a key component for a large variety of applications, ranging from special effects to telepresence and medical imaging. In this paper we propose a method based on Moving Least Squares surfaces which robustly and efficiently reconstructs dynamic scenes captured by a calibrated set of hybrid color+depth cameras. Our reconstruction provides spatio‐temporal consistency and seamlessly fuses color and geometric information. We illustrate our approach on a variety of real sequences and demonstrate that it favorably compares to state‐of‐the‐art methods. Claudia Plüss, Jean-Charles Bazin, A. Cengiz Öztireli, Teng Deng, Tiberiu Popa, Markus Gross 0001 |
Comput. Graph. Forum | 4 |