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Weiye Xiao

dblp:153/5114 · DBLP profile ↗
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6ranked-venue papers
0as first author
6since 2021 · last 2025
—ORCID · conflict

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

Artificial intelligence and machine learning · 6 · 6 since 2021Graphics, computer vision, multimedia, augmented reality and games · 5 · 5 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
5 papers
3D vision · 62% Robot manipulation · 12% Generative modeling · 12%
Computer graphics and multimedia
3 papers
Rendering · 46% Image and video processing · 23% Visual content generation and editing · 23%
Human-computer interaction and pervasive computing
1 paper
Human-robot interaction · 100%

Topics — the 13 heaviest of 15, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision
human mesh recovery
1.422024
WHAC: World-Grounded Humans and Cameras · ECCV (34) 2024
SynBody: Synthetic Dataset with Layered Human Models for 3D Human Perception and Modeling · ICCV 2023
Computer vision › 3D vision › 3d generation
3d human generation
0.912025
HumanLiff: Layer-wise 3D Human Diffusion Model · Int. J. Comput. Vis. 2025
Machine learning › Generative modeling
diffusion model
0.912025
HumanLiff: Layer-wise 3D Human Diffusion Model · Int. J. Comput. Vis. 2025
Robotics › Robot manipulation › embodied foundation models
vision-language-action model
0.912025
SOLAMI: Social Vision-Language-Action Modeling for Immersive Interaction with 3D Autonomous Characters · CVPR 2025
Computer vision › 3D vision
3d scene understanding
0.812024
WHAC: World-Grounded Humans and Cameras · ECCV (34) 2024
Computer vision › 3D vision › human body modeling
3d human modeling
0.712023
SynBody: Synthetic Dataset with Layered Human Models for 3D Human Perception and Modeling · ICCV 2023
Computer vision › 3D vision › 3d human reconstruction
parametric body model
0.712023
SynBody: Synthetic Dataset with Layered Human Models for 3D Human Perception and Modeling · ICCV 2023
Rendering › neural radiance fields
human neural radiance field
0.712023
SynBody: Synthetic Dataset with Layered Human Models for 3D Human Perception and Modeling · ICCV 2023
Visual content generation and editing › sketch generation
line drawing generation
0.712023
Deep Geometrized Cartoon Line Inbetweening · ICCV 2023
Rendering
neural rendering
0.712023
SynBody: Synthetic Dataset with Layered Human Models for 3D Human Perception and Modeling · ICCV 2023
Image and video processing
video frame interpolation
0.712023
Deep Geometrized Cartoon Line Inbetweening · ICCV 2023
Virtual and augmented reality
immersive interaction
0.312025
SOLAMI: Social Vision-Language-Action Modeling for Immersive Interaction with 3D Autonomous Characters · CVPR 2025
Computer vision › Face, body and person analysis
facial animation
0.212024
UniTalker: Scaling up Audio-Driven 3D Facial Animation Through A Unified Model · ECCV (41) 2024

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

synthetic data generation · 3.9multimodal response generation · 2.6VR interface · 2.6layered human representation · 1.3diffusion model · 0.9unified model · 0.8deep learning · 0.8audio-driven animation · 0.8vertex correspondence transformer · 0.7graph fusion · 0.7geometric embedding · 0.7
YearPublicationVenuePosition
2025 SOLAMI: Social Vision-Language-Action Modeling for Immersive Interaction with 3D Autonomous Characters
abstract
Human beings are social animals. How to equip 3D autonomous characters with similar social intelligence that can perceive, understand and interact with humans remains an open yet foundamental problem. In this paper, we introduce SOLAMI, the first end-to-end Social vision-Language-Action (VLA) Modeling framework for Immersive interaction with 3D autonomous characters. Specifically, SOLAMI builds 3D autonomous characters from three aspects: 1) Social VLA Architecture: We propose a unified social VLA framework to generate multi-modal response (speech and motion) based on the user’s multimodal input to drive the character for social interaction. 2) Interactive Multimodal Data: We present Syn-MSI, a synthetic multimodal social interaction dataset generated by an automatic pipeline using only existing motion datasets to address the issue of data scarcity. 3) Immersive VR Interface: We develop a VR interface that enables users to immersively interact with these characters driven by various architectures. Extensive quantitative experiments and user study demonstrate that our framework leads to more precise and natural character responses (in both speech and motion) that align with user expectations with lower latency.
Weiye Xiao, Zhengyu Lin, Huaizhong Zhang, Tianxiang Ren, Yang Gao 0042, Zhiqian Lin, Zhongang Cai, Lei Yang 0059, Ziwei Liu 0002
CVPR2
2025 HumanLiff: Layer-wise 3D Human Diffusion Model
Shoukang Hu, Fangzhou Hong, Tao Hu 0006, Liang Pan, Haiyi Mei, Weiye Xiao, Lei Yang 0059, Ziwei Liu 0002
Int. J. Comput. Vis.6
2024 UniTalker: Scaling up Audio-Driven 3D Facial Animation Through A Unified Model
Xiangyu Fan 0002, Jiaqi Li 0026, Zhiqian Lin, Weiye Xiao, Lei Yang 0045
ECCV (41)4
2024 WHAC: World-Grounded Humans and Cameras
Wanqi Yin, Zhongang Cai, Ruisi Wang, Fanzhou Wang, Haiyi Mei, Weiye Xiao, Zhitao Yang, Qingping Sun, Atsushi Yamashita, Ziwei Liu 0002, Lei Yang 0059
ECCV (34)7
2023 Deep Geometrized Cartoon Line Inbetweening
abstract
We aim to address a significant but understudied problem in the anime industry, namely the inbetweening of cartoon line drawings. Inbetweening involves generating intermediate frames between two black-and-white line drawings and is a time-consuming and expensive process that can benefit from automation. However, existing frame interpolation methods that rely on matching and warping whole raster images are unsuitable for line inbetweening and often produce blurring artifacts that damage the intricate line structures. To preserve the precision and detail of the line drawings, we propose a new approach, AnimeInbet, which geometrizes raster line drawings into graphs of endpoints and reframes the inbetweening task as a graph fusion problem with vertex repositioning. Our method can effectively capture the sparsity and unique structure of line drawings while preserving the details during inbetweening. This is made possible via our novel modules, i.e., vertex geometric embedding, a vertex correspondence Transformer, an effective mechanism for vertex repositioning and a visibility predictor. To train our method, we introduce Mixamo-Line240, a new dataset of line drawings with ground truth vectorization and matching labels. Our experiments demonstrate that AnimeInbet synthesizes high-quality, clean, and complete intermediate line drawings, outperforming existing methods quantitatively and qualitatively, especially in cases with large motions. Data and code are available at https://github.com/lisiyao21/AnimeInbet.
Li Siyao, Tianpei Gu, Weiye Xiao, Henghui Ding, Ziwei Liu 0002, Chen Change Loy
ICCV3
2023 SynBody: Synthetic Dataset with Layered Human Models for 3D Human Perception and Modeling
abstract
Synthetic data has emerged as a promising source for 3D human research as it offers low-cost access to large-scale human datasets. To advance the diversity and annotation quality of human models, we introduce a new synthetic dataset, SynBody, with three appealing features: 1) a clothed parametric human model that can generate a diverse range of subjects; 2) the layered human representation that naturally offers high-quality 3D annotations to support multiple tasks; 3) a scalable system for producing realistic data to facilitate real-world tasks. The dataset comprises 1.2M images with corresponding accurate 3D annotations, covering 10,000 human body models, 1,187 actions, and various viewpoints. The dataset includes two subsets for human pose and shape estimation as well as human neural rendering. Extensive experiments on SynBody indicate that it substantially enhances both SMPL and SMPL-X estimation. Furthermore, the incorporation of layered annotations offers a valuable training resource for investigating the Human Neural Radiance Fields(NeRF).
Zhitao Yang, Zhongang Cai, Haiyi Mei, Shuai Liu 0002, Zhaoxi Chen 0009, Weiye Xiao, Yukun Wei, Zhongfei Qing, Bo Dai 0002, Wayne Wu, Chen Qian 0006, Dahua Lin, Ziwei Liu 0002, Lei Yang 0059
ICCV6