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Xiangyue Liu 0001

dblp:151/9210-1 · DBLP profile ↗
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2ranked-venue papers
2as first author
2since 2021 · last 2025
0000-0003-4463-8068ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-author · 2 since 2021Artificial intelligence and machine learning · 1 · 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
1 paper
3D vision · 100%
Computer graphics and multimedia
1 paper
Visual content generation and editing · 100%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision › 3d scene editing
NeRF editing
0.812024
GenN2N: Generative NeRF2NeRF Translation · CVPR 2024
Visual content generation and editing
3d content editing
0.812024
GenN2N: Generative NeRF2NeRF Translation · CVPR 2024

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

image-to-image translation · 1.5contrastive learning · 1.5VAE-GAN · 1.5
YearPublicationVenuePosition
2025 Gaussianavatar-Editor: Photorealistic Animatable Gaussian Head Avatar Editor
abstract
We introduce GaussianAvatar-Editor, an innovative framework for text-driven editing of animatable Gaussian head avatars that can be fully controlled in expression, pose, and viewpoint. Unlike static 3D Gaussian editing, editing animatable 4D Gaussian avatars presents challenges related to motion occlusion and spatial-temporal inconsistency. To address these issues, we propose the Weighted Alpha Blending Equation (WABE). This function enhances the blending weight of visible Gaussians while suppressing the influence on non-visible Gaussians, effectively handling motion occlusion during editing. Furthermore, to improve editing quality and ensure 4D consistency, we incorporate conditional adversarial learning into the editing process. This strategy helps to refine the edited results and maintain consistency throughout the animation. By integrating these methods, our GaussianAvatar-Editor
Xiangyue Liu 0001, Kunming Luo, Heng Li 0009, Yuan Liu 0025, Li Yi 0001, Ping Tan 0002
3DV1
2024 GenN2N: Generative NeRF2NeRF Translation
abstract
We present GenN2N, a unified NeRF-to-NeRF translation framework for various NeRF translation tasks such as text-driven NeRF editing, colorization, super-resolution, in-painting, etc. Unlike previous methods designed for individual translation tasks with task-specific schemes, GenN2N achieves all these NeRF editing tasks by employing a plug-and-play image-to-image translator to perform editing in the 2D domain and lifting 2D edits into the 3D NeRF space. Since the 3D consistency of 2D edits may not be assured, we propose to model the distribution of the underlying 3D edits through a generative model that can cover all possible edited NeRFs. To model the distribution of 3D edited NeRFs from 2D edited images, we carefully design a VAE-GAN that encodes images while decoding NeRFs. The latent space is trained to align with a Gaussian distribution and the NeRFs are supervised through an adversarial loss on its renderings. To ensure the latent code does not depend on 2D viewpoints but truly reflects the 3D edits, we also regularize the latent code through a contrastive learning scheme. Extensive experiments on various editing tasks show GenN2N, as a universal framework, performs as well or better than task-specific specialists while possessing flexible generative power. More results on our project page: https://xiangyueliu.github.io/GenN2N/.
Xiangyue Liu 0001, Kunming Luo, Ping Tan 0002, Li Yi 0001
CVPR1