Demo Data from EDBT 2026 / reviewers in the wild / expert
Zhike Chen
dblp:164/6381
· DBLP profile ↗
2ranked-venue papers
0as first author
2since 2021 · last 2025
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021Artificial intelligence and machine learning · 1 · 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.
| Computer graphics and multimedia
2 papers |
Computer animation and physical simulation · 100% | |
| Artificial intelligence
2 papers |
Graph learning · 54% Vision and language · 46% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation
motion retargeting |
1.6 | 2 | 2025 | Unified Cross-Structural Motion Retargeting for Humanoid Characters · IEEE Trans. Vis. Comput. Graph. 2025 Semantics-Aware Motion Retargeting with Vision-Language Models · CVPR 2024 |
Computer animation and physical simulation
character animation |
0.9 | 1 | 2025 | Unified Cross-Structural Motion Retargeting for Humanoid Characters · IEEE Trans. Vis. Comput. Graph. 2025 |
Machine learning › Graph learning › dynamic graph learning
dynamic graph modeling |
0.3 | 1 | 2025 | Unified Cross-Structural Motion Retargeting for Humanoid Characters · IEEE Trans. Vis. Comput. Graph. 2025 |
Computer vision › Vision and language
vision-language model |
0.2 | 1 | 2024 | Semantics-Aware Motion Retargeting with Vision-Language Models · CVPR 2024 |
Methods — techniques the papers use, named apart from their topics
unsupervised learning · 1.7dynamic graph network · 1.7vision-language model · 1.5contrastive learning · 1.5
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Unified Cross-Structural Motion Retargeting for Humanoid CharactersabstractMotion retargeting for animation characters has potential applications in fields such as animation production and virtual reality. However, current methods either assume that the source and target characters have the same skeletal structure, or require designing and training specific model architectures for each structure. In this article, we aim to address the challenge of motion retargeting across previously unseen skeletal structures with a unified dynamic graph network. The proposed approach utilizes a dynamic graph transformation module to dynamically transfer latent motion features to different structures. We also take into consideration for intricate hand movements and model both torso and hand joints as graphs in a unified manner for whole-body motion retargeting. Our model allows the use of motion data from different structures to train a unified model and learns cross-structural motion retargeting in an unsupervised manner with unpaired data. Experimental results demonstrate the superiority of the proposed method in terms of data efficiency and performance on both seen and unseen structures. Zhike Chen, Haocheng Xu, Songcen Xu, Rong Xiong, Yue Wang 0020 |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2024 | Semantics-Aware Motion Retargeting with Vision-Language ModelsabstractCapturing and preserving motion semantics is essential to motion retargeting between animation characters. However, most of the previous works neglect the semantic information or rely on human-designed joint-level representations. Here, we present a novel Semantics-aware Motion reTargeting (SMT) method with the advantage of vision-language models to extract and maintain meaningful motion semantics. We utilize a differentiable module to ren-der 3D motions. Then the high-level motion semantics are incorporated into the motion retargeting process by feeding the vision-language model with the rendered images and aligning the extracted semantic embeddings. To en-sure the preservation of fine-grained motion details and high-level semantics, we adopt a two-stage pipeline consisting of skeleton-aware pretraining and fine-tuning with semantics and geometry constraints. Experimental results show the effectiveness of the proposed method in producing high-quality motion retargeting results while accurately preserving motion semantics. Project page can be found at https://sites.google.com/view/smtnet. Zhike Chen, Haocheng Xu, Songcen Xu, Zhensong Zhang, Yue Wang 0020, Rong Xiong |
CVPR | 2 |