EDBT 2026 Demo / reviewers in the wild / expert
Lukasz Zalewski
dblp:15/3072
· DBLP profile ↗
1ranked-venue papers
1as first author
0since 2021 · last 2005
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 1 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author
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
1 paper |
Computer animation and physical simulation · 100% | |
| Artificial intelligence
1 paper |
Face, body and person analysis · 77% Probabilistic and Bayesian machine learning · 23% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › Face, body and person analysis › face modeling
facial expression modeling |
0.1 | 1 | 2005 | 2D Statistical Models of Facial Expressions for Realistic 3D Avatar Animation · CVPR (2) 2005 |
Computer animation and physical simulation › character animation
3d avatar animation |
0.1 | 1 | 2005 | 2D Statistical Models of Facial Expressions for Realistic 3D Avatar Animation · CVPR (2) 2005 |
Computer animation and physical simulation
facial animation |
0.1 | 1 | 2005 | 2D Statistical Models of Facial Expressions for Realistic 3D Avatar Animation · CVPR (2) 2005 |
Machine learning › Probabilistic and Bayesian machine learning › structured models
latent variable model |
0.0 | 1 | 2005 | 2D Statistical Models of Facial Expressions for Realistic 3D Avatar Animation · CVPR (2) 2005 |
Methods — techniques the papers use, named apart from their topics
morph-based animation · 0.1hierarchical latent variable model · 0.1combinatorial logic · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2005 | 2D Statistical Models of Facial Expressions for Realistic 3D Avatar AnimationabstractWe address the issue of modelling facial expressions for realistic 3D avatar animation. We introduce a hierarchical decomposition of a human face into different components and model them according to their intrinsic functionalities. The parametrisation of the expressions is achieved in a two-level framework. First level accounts for the low level component facial actions and is represented by hierarchical latent variable models. The second level models the final expressions as a combination of subcomponent information extracted from the lower level using combinatorial logic. Finally we produce continuous animation curves that are used to animate 3D avatar in a morph-based fashion. Our approach is entirely based on 2D information extracted from the input source. Lukasz Zalewski, Shaogang Gong |
CVPR (2) | 1 |