Junxuan Bai

dblp:153/5720 · DBLP profile ↗
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19ranked-venue papers
2as first author
11since 2021 · last 2026
0000-0002-7941-0584ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 14 · 1 first-author · 7 since 2021Artificial intelligence and machine learning · 3 · 3 since 2021Human-computer interaction and ubiquitous computing · 2Applied, interdisciplinary, general and emerging computing · 2 · 1 first-author · 1 since 2021Databases, data management, data science and information retrieval · 1 · 1 since 2021
YearPublicationVenuePosition
2026 ECLIPSE: Continuous Alpha Field Modulation for Zero-Shot Educational Facial Expression Recognition
Yixiao Xu, Yulian Sheng, Junxuan Bai, Feng Zhou 0007, Ju Dai, JunJun Pan
ICIC (19)3
2026 LiteNeRFAvatar: A lightweight NeRF with local feature learning for dynamic human avatar
JunJun Pan, Junxuan Bai, Ju Dai
Pattern Recognit.3
2025 Motion In-Betweening via Recursive Keyframe Prediction
abstract
ABSTRACT Motion in‐betweening is a flexible and efficient technique for generating 3‐dimensional animations. In this paper, we propose a keyframe‐driven method that effectively addresses the pose ambiguity issue and achieves robust in‐betweening performance. We introduce a keyframe‐driven synthesis framework. At each recursion, the key poses at both ends keep predicting the new one at the midpoint. The recursive breakdown reduces motion ambiguities by simplifying the in‐betweening sequence as the integration of short clips. The hybrid positional encoding scales the hidden states to adapt to long‐ and short‐term dependencies. Additionally, we employ a temporal refinement network to capture the local motion relationships, thereby enhancing the consistency of the predicted pose sequence. Through comprehensive evaluations that include both quantitative and qualitative comparisons, the proposed model demonstrates its competitiveness in prediction accuracy and in‐betweening flexibility.
Ju Dai, Junxuan Bai, JunJun Pan
Comput. Animat. Virtual Worlds3
2025 Motion Editing for Quadruped Characters via Latent Frequency Embedding
abstract
The accurate and diversified generation of motion sequences for virtual characters poses both an enticing and challenging task within the domain of 3D animation and game content production. To achieve a natural and realistic full-body motion, the movements of virtual characters must adhere to a set of constraints, promoting reliable and seamless pose-changing. This study presents a two-stage model specifically designed to learn Inverse Kinematics (IK) constraints from the representative quadruped character poses. In the first stage, we employ frequency analysis to decompose motion poses into the base-level and style-level components. The base-level content encapsulates the global correlations in the dataset, while the style-level variation centers on distinguishing the local attributes in similar data elements. In order to construct data correlations among poses, we embed the decomposed pose feature into a latent space in the second stage. The kernel matrix of the embedding, which is refined from the original joint angles to the decomposed representation and the IK constraints, creates a more compact distribution of the pose similarity and also guarantees a plausible sampling result with certain IK constraints. Moreover, new motions from the edited IK constraints can also be generated by proposing a searching strategy to adapt to our latent embedding. Experimental results reveal that our method is competitive with the state-of-the-art synthetic approaches in terms of accuracy, highlighting our considerable potential for high efficiency in the animation production.
JunJun Pan, Ju Dai, Yang Gao 0032, Junxuan Bai, Hong Qin 0001
IEEE Trans. Vis. Comput. Graph.5
2024 Foot-constrained spatial-temporal transformer for keyframe-based complex motion synthesis
abstract
Abstract Keyframe‐based motion synthesis holds significant effects in games and movies. Existing methods for complex motion synthesis often require secondary post‐processing to eliminate foot sliding to yield satisfied motions. In this paper, we analyze the cause of the sliding issue attributed to the mismatch between root trajectory and motion postures. To address the problem, we propose a novel end‐to‐end Spatial‐Temporal transformer network conditioned on foot contact information for high‐quality keyframe‐based motion synthesis. Specifically, our model mainly compromises a spatial‐temporal transformer encoder and two decoders to learn motion sequence features and predict motion postures and foot contact states. A novel constrained embedding, which consists of keyframes and foot contact constraints, is incorporated into the model to facilitate network learning from diversified control knowledge. To generate matched root trajectory with motion postures, we design a differentiable root trajectory reconstruction algorithm to construct root trajectory based on the decoder outputs. Qualitative and quantitative experiments on the public LaFAN1, Dance, and Martial Arts datasets demonstrate the superiority of our method in generating high‐quality complex motions compared with state‐of‐the‐arts.
Ju Dai, Junxuan Bai, Zhangmeng Chen, JunJun Pan
Comput. Animat. Virtual Worlds4
2024 DGFormer: Dynamic graph transformer for 3D human pose estimation
Zhangmeng Chen, Ju Dai, Junxuan Bai, JunJun Pan
Pattern Recognit.3
2024 Free editing of Shape and Texture with Deformable Net for 3D Caricature Generation
Yuanyuan lin, Ju Dai, JunJun Pan, Feng Zhou 0007, Junxuan Bai
Vis. Comput.5
2023 KD-Former: Kinematic and dynamic coupled transformer network for 3D human motion prediction
Ju Dai, Junxuan Bai, Feng Zhou 0007, JunJun Pan
Pattern Recognit.4
2022 Attribute-Decomposable Motion Compression Network for 3D MoCap Data
abstract
Motion Capture (MoCap) data is one type of fundamental asset for the digital entertainment. The progressively increasing 3D applications make MoCap data compression unprecedentedly important. In this paper, we propose an end-to-end attribute-decomposable motion compression network using the AutoEncoder architecture. Specifically, the algorithm consists of an LSTM-based encoder-decoder for compression and decompression. The encoder module decomposes human motion into multiple uncorrelated semantic attributes, including action content, arm space, and motion mirror. The decoder module is responsible for reconstructing vivid motion based on the decomposed high-level characteristics. Our method is computationally efficient with powerful compression ability, outperforming the state-of-the-art methods in terms of compression rate and compression error. Furthermore, our model can generate new motion data given a combination of different motion attributes while existing methods have no such capability.
Zengming Chen, Junxuan Bai, Ju Dai
DCC2
2021 Diverse Dance Synthesis via Keyframes with Transformer Controllers
abstract
Abstract Existing keyframe‐based motion synthesis mainly focuses on the generation of cyclic actions or short‐term motion, such as walking, running, and transitions between close postures. However, these methods will significantly degrade the naturalness and diversity of the synthesized motion when dealing with complex and impromptu movements , e.g., dance performance and martial arts. In addition, current research lacks fine‐grained control over the generated motion, which is essential for intelligent human‐computer interaction and animation creation. In this paper, we propose a novel keyframe‐based motion generation network based on multiple constraints, which can achieve diverse dance synthesis via learned knowledge. Specifically, the algorithm is mainly formulated based on the recurrent neural network (RNN) and the Transformer architecture. The backbone of our network is a hierarchical RNN module composed of two long short‐term memory (LSTM) units, in which the first LSTM is utilized to embed the posture information of the historical frames into a latent space, and the second one is employed to predict the human posture for the next frame. Moreover, our framework contains two Transformer‐based controllers, which are used to model the constraints of the root trajectory and the velocity factor respectively, so as to better utilize the temporal context of the frames and achieve fine‐grained motion control. We verify the proposed approach on a dance dataset containing a wide range of contemporary dance. The results of three quantitative analyses validate the superiority of our algorithm. The video and qualitative experimental results demonstrate that the complex motion sequences generated by our algorithm can achieve diverse and smooth motion transitions between keyframes, even for long‐term synthesis.
JunJun Pan, Junxuan Bai, Ju Dai
Comput. Graph. Forum3
2021 EmoDescriptor: A hybrid feature for emotional classification in dance movements
abstract
Abstract Similar to language and music, dance performances provide an effective way to express human emotions. With the abundance of the motion capture data, content‐based motion retrieval and classification have been fiercely investigated. Although researchers attempt to interpret body language in terms of human emotions, the progress is limited by the scarce 3D motion database annotated with emotion labels. This article proposes a hybrid feature for emotional classification in dance performances. The hybrid feature is composed of an explicit feature and a deep feature. The explicit feature is calculated based on the Laban movement analysis, which considers the body, effort, shape, and space properties. The deep feature is obtained from latent representation through a 1D convolutional autoencoder. Eventually, we present an elaborate feature fusion network to attain the hybrid feature that is almost linearly separable. The abundant experiments demonstrate that our hybrid feature is superior to the separate features for the emotional classification in dance performances.
Junxuan Bai, Rong Dai, Ju Dai, JunJun Pan
Comput. Animat. Virtual Worlds1
2020 Flower Factory: A Component-based Approach for Rapid Flower Modeling
abstract
The rapid 3D objects modeling provides an effective way to enrich digital content, which is one of the essential tasks in VR/AR research. Flowers are frequently utilized in real-time applications, such as video games and VR/AR scenes. Technically, a realistic flower generation using the existing 3D modeling software is complicated and time-consuming for designers. Moreover, it is difficult to create imaginary and surreal flowers, which might be more interesting and attractive for the artists and game players. In this paper, we propose a component-based framework for rapid flower modeling, called Flower Factory. The flowers are assembled by different components, e.g., petals, stamens, receptacles and leaves. The shape of these components are created using simple primitives such as points and splines. After the shape of models are determined, the textures are synthesized automatically based on a predefine mask, according to a number of rules from real flowers. The whole modeling process can be controlled by several parameters, which describe the physical attributes of the flowers. Our technique is capable of producing a variety of flowers rapidly. Even novices without any modeling skills are able to control and model the 3D flowers. Furthermore, the developed system will be integrated in a lightweight application of smartphone due to its low computational cost.
JunJun Pan, Junxuan Bai, Jinglei Wang
ISMAR3
2019 Real-time Animation and Motion Retargeting of Virtual Characters Based on Single RGB-D Camera
abstract
The rapid generation and flexible reuse of characters animation by commodity devices are of significant importance to rich digital content production in virtual reality. This paper aims to handle the challenges of current motion imitation for human body in several indoor scenes (e.g., fitness training). We develop a real-time system based on single Kinect device, which is able to capture stable human motions and retarget to virtual characters. A large variety of motions and characters are tested to validate the efficiency and effectiveness of our system.
Ning Kang 0006, Junxuan Bai, JunJun Pan, Hong Qin 0001
VR2
2019 Interactive animation generation of virtual characters using single RGB-D camera
Ning Kang 0006, Junxuan Bai, JunJun Pan, Hong Qin 0001
Vis. Comput.2
2018 Novel metaballs-driven approach with dynamic constraints for character articulation
Junxuan Bai, JunJun Pan, Hong Qin 0001
Sci. China Inf. Sci.1
2017 Essential techniques for laparoscopic surgery simulation
abstract
Abstract Laparoscopic surgery is a complex minimum invasive operation that requires long learning curve for the new trainees to have adequate experience to become a qualified surgeon. With the development of virtual reality technology, virtual reality‐based surgery simulation is playing an increasingly important role in the surgery training. The simulation of laparoscopic surgery is challenging because it involves large non‐linear soft tissue deformation, frequent surgical tool interaction and complex anatomical environment. Current researches mostly focus on very specific topics (such as deformation and collision detection) rather than a consistent and efficient framework. The direct use of the existing methods cannot achieve high visual/haptic quality and a satisfactory refreshing rate at the same time, especially for complex surgery simulation. In this paper, we proposed a set of tailored key technologies for laparoscopic surgery simulation, ranging from the simulation of soft tissues with different properties, to the interactions between surgical tools and soft tissues to the rendering of complex anatomical environment. Compared with the current methods, our tailored algorithms aimed at improving the performance from accuracy, stability and efficiency perspectives. We also abstract and design a set of intuitive parameters that can provide developers with high flexibility to develop their own simulators. Copyright © 2016 John Wiley & Sons, Ltd.
Kun Qian 0009, Junxuan Bai, Xiaosong Yang, JunJun Pan, Jian J. Zhang 0001
Comput. Animat. Virtual Worlds2
2015 Virtual reality based laparoscopic surgery simulation
abstract
With the development of computer graphic and haptic devices, training surgeons with virtual reality technology has proven to be very effective in surgery simulation. Many successful simulators have been deployed for training medical students. However, due to the various unsolved technical issues, the laparoscopic surgery simulation has not been widely used. Such issues include modeling of complex anatomy structure, large soft tissue deformation, frequent surgical tools interactions, and the rendering of complex material under the illumination of headlight. A successful laparoscopic surgery simulator should integrate all these required components in a balanced and efficient manner to achieve both visual/haptic quality and a satisfactory refreshing rate. In this paper, we propose an efficient framework integrating a set of specially tailored and designed techniques, ranging from deformation simulation, collision detection, soft tissue dissection and rendering. We optimize all the components based on the actual requirement of laparoscopic surgery in order to achieve an improved overall performance of fidelity and responding speed.
Kun Qian 0009, Junxuan Bai, Xiaosong Yang, JunJun Pan, Jian J. Zhang 0001
VRST2
2015 Real-time haptic manipulation and cutting of hybrid soft tissue models by extended position-based dynamics
abstract
Abstract This paper systematically describes an interactive dissection approach for hybrid soft tissue models governed by extended position‐based dynamics. Our framework makes use of a hybrid geometric model comprising both surface and volumetric meshes. The fine surface triangular mesh with high‐precision geometric structure and texture at the detailed level is employed to represent the exterior structure of soft tissue models. Meanwhile, the interior structure of soft tissues is constructed by coarser tetrahedral mesh, which is also employed as physical model participating in dynamic simulation. The less details of interior structure can effectively reduce the computational cost during simulation. For physical deformation, we design and implement an extended position‐based dynamics approach that supports topology modification and material heterogeneities of soft tissue. Besides stretching and volume conservation constraints, it enforces the energy preserving constraints, which take the different spring stiffness of material into account and improve the visual performance of soft tissue deformation. Furthermore, we develop mechanical modeling of dissection behavior and analyze the system stability. The experimental results have shown that our approach affords real‐time and robust cutting without sacrificing realistic visual performance. Our novel dissection technique has already been integrated into a virtual reality‐based laparoscopic surgery simulator. Copyright © 2015 John Wiley & Sons, Ltd.
JunJun Pan, Junxuan Bai, Xin Zhao 0025, Aimin Hao, Hong Qin 0001
Comput. Animat. Virtual Worlds2
2014 Dissection of hybrid soft tissue models using position-based dynamics
abstract
This paper describes an interactive dissection approach for hybrid soft tissue models governed by position-based dynamics. Our framework makes use of a hybrid geometric model comprising both surface and volumetric meshes. The fine surface triangular mesh is used to represent the exterior structure of soft tissue models. Meanwhile, the interior structure of soft tissues is constructed by coarser tetrahedral meshes, which are also employed as physical models participating in dynamic simulation. The less details of interior structure can effectively reduce the computational cost of deformation and geometric subdivision during dissection. For physical deformation, we design and implement a position-based dynamics approach that supports topology modification and enforces the volume-preserving constraint. Experimental results have shown that, this hybrid dissection method affords real-time and robust cutting simulation without sacrificing realistic visual performance.
JunJun Pan, Junxuan Bai, Xin Zhao 0025, Aimin Hao, Hong Qin 0001
VRST2