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Celong Liu

dblp:196/0933 · DBLP profile ↗
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12ranked-venue papers
2as first author
6since 2021 · last 2024
0000-0002-6108-7010ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 11 · 2 first-author · 6 since 2021Artificial intelligence and machine learning · 2 · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1

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
7 papers
Rendering · 37% Visual content generation and editing · 23% Geometric modeling and processing · 16%
Artificial intelligence
4 papers
3D vision · 51% Generative modeling · 32% Vision and language · 17%
Computer architecture, parallel and distributed computing, and storage systems
2 papers
Parallel and multicore computing · 67% High-performance computing · 33%

Topics — the 16 heaviest of 19, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visual content generation and editing
avatar generation
0.812024
TextToon: Real-Time Text Toonify Head Avatar from Single Video · SIGGRAPH Asia 2024
Visual content generation and editing › avatar generation
head avatar
0.812024
TextToon: Real-Time Text Toonify Head Avatar from Single Video · SIGGRAPH Asia 2024
Virtual and augmented reality
augmented reality
0.712023
Real-Time Lighting Estimation for Augmented Reality via Differentiable Screen-Space Rendering · IEEE Trans. Vis. Comput. Graph. 2023
Computational photography and imaging
illumination estimation
0.712023
Real-Time Lighting Estimation for Augmented Reality via Differentiable Screen-Space Rendering · IEEE Trans. Vis. Comput. Graph. 2023
Rendering
neural radiance fields
0.712023
Plen-VDB: Memory Efficient VDB-Based Radiance Fields for Fast Training and Rendering · CVPR 2023
Rendering
photorealistic rendering
0.712023
Real-Time Lighting Estimation for Augmented Reality via Differentiable Screen-Space Rendering · IEEE Trans. Vis. Comput. Graph. 2023
Rendering
real-time rendering
0.712023
Plen-VDB: Memory Efficient VDB-Based Radiance Fields for Fast Training and Rendering · CVPR 2023
Geometric modeling and processing › mesh generation
quad meshing
0.622017
Distributed poly-square mapping for large-scale semi-structured quad mesh generation · Comput. Aided Des. 2017
Geometry-aware partitioning of complex domains for parallel quad meshing · Comput. Aided Des. 2017
Computer vision › 3D vision
neural radiance field
0.512021
Learning Kinematic Formulas from Multiple View Videos · ACM Multimedia 2021
Rendering
differentiable rendering
0.512021
Learning Kinematic Formulas from Multiple View Videos · ACM Multimedia 2021
Machine learning › Generative modeling › face synthesis
talking face generation
0.412020
Talking-Head Generation with Rhythmic Head Motion · ECCV (9) 2020
Geometric modeling and processing
mesh generation
0.312017
Geometry-aware partitioning of complex domains for parallel quad meshing · Comput. Aided Des. 2017
Computer vision › Vision and language › vision-language generation
text-guided generation
0.212024
TextToon: Real-Time Text Toonify Head Avatar from Single Video · SIGGRAPH Asia 2024
Computer vision › 3D vision › 3d scene understanding
scene decomposition
0.212023
Real-Time Lighting Estimation for Augmented Reality via Differentiable Screen-Space Rendering · IEEE Trans. Vis. Comput. Graph. 2023
Parallel and multicore computing
parallel computing
0.112017
Geometry-aware partitioning of complex domains for parallel quad meshing · Comput. Aided Des. 2017
Parallel and multicore computing › parallel computing › parallel scientific computing
parallel mesh generation
0.112017
Geometry-aware partitioning of complex domains for parallel quad meshing · Comput. Aided Des. 2017

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

neural rendering · 1.5spherical harmonics · 1.3differentiable screen-space rendering · 1.3deep neural network · 1.3neural radiance field · 1.0differentiable renderer · 1.0ray marching · 0.7VDB data structure · 0.7geometry-aware partitioning · 0.6blending functions · 0.5blending function · 0.5poly-square mapping · 0.3
YearPublicationVenuePosition
2024 TextToon: Real-Time Text Toonify Head Avatar from Single Video
Luchuan Song, Celong Liu, Pinxin Liu, Chenliang Xu
SIGGRAPH Asia3
2023 Plen-VDB: Memory Efficient VDB-Based Radiance Fields for Fast Training and Rendering
abstract
In this paper, we present a new representation for neural radiance fields that accelerates both the training and the inference processes with VDB, a hierarchical data structure for sparse volumes. VDB takes both the advantages of sparse and dense volumes for compact data representation and efficient data access, being a promising data structure for NeRF data interpolation and ray marching. Our method, Plenoptic VDB (PlenVDB), directly learns the VDB data structure from a set of posed images by means of a novel training strategy and then uses it for real-time rendering. Experimental results demonstrate the effectiveness and the efficiency of our method over previous arts: First, it converges faster in the training process. Second, it delivers a more compact data format for NeRF data presentation. Finally, it renders more efficiently on commodity graphics hardware. Our mobile PlenVDB demo achieves 30+ FPS, 1280×720 resolution on an iPhone12 mobile phone. Check plenvdb.github.io for details.
Han Yan 0004, Celong Liu, Xing Mei
CVPR2
2023 Real-Time Lighting Estimation for Augmented Reality via Differentiable Screen-Space Rendering
abstract
Augmented Reality (AR) applications aim to provide realistic blending between the real-world and virtual objects. One of the important factors for realistic AR is the correct lighting estimation. In this article, we present a method that estimates the real-world lighting condition from a single image in real time, using information from an optional support plane provided by advanced AR frameworks (e.g., ARCore, ARKit, etc.). By analyzing the visual appearance of the real scene, our algorithm can predict the lighting condition from the input RGB photo. In the first stage, we use a deep neural network to decompose the scene into several components: lighting, normal, and Bidirectional Reflectance Distribution Function (BRDF). Then we introduce differentiable screen-space rendering, a novel approach to providing the supervisory signal for regressing lighting, normal, and BRDF jointly. We recover the most plausible real-world lighting condition using Spherical Harmonics and the main directional lighting. Through a variety of experimental results, we demonstrate that our method can provide improved results than prior works quantitatively and qualitatively, and it can enhance the real-time AR experiences.
Celong Liu, Zhong Li 0007, Shuxue Quan, Yi Xu 0002
IEEE Trans. Vis. Comput. Graph.1
2022 NeuLF: Efficient Novel View Synthesis with Neural 4D Light Field
abstract
In this paper, we present an efficient and robust deep learning solution for novel view synthesis of complex scenes. In our approach, a 3D scene is represented as a light field, i.e., a set of rays, each of which has a corresponding color when reaching the image plane. For efficient novel view rendering, we adopt a two-plane parameterization of the light field, where each ray is characterized by a 4D parameter. We then formulate the light field as a function that indexes rays to corresponding color values. We train a deep fully connected network to optimize this implicit function and memorize the 3D scene. Then, the scene-specific model is used to synthesize novel views. Different from previous light field approaches which require dense view sampling to reliably render novel views, our method can render novel views by sampling rays and querying the color for each ray from the network directly, thus enabling high-quality light field rendering with a sparser set of training images. Per-ray depth can be optionally predicted by the network, thus enabling applications such as auto refocus. Our novel view synthesis results are comparable to the state-of-the-arts, and even superior in some challenging scenes with refraction and reflection. We achieve this while maintaining an interactive frame rate and a small memory footprint.
Zhong Li 0007, Liangchen Song, Celong Liu, Junsong Yuan 0001, Yi Xu 0002
EGSR (ST)3
2021 Learning Kinematic Formulas from Multiple View Videos
abstract
Given a set of multiple view videos, which records the motion trajectory of an object, we propose to find out the objects' kinematic formulas with neural rendering techniques. For example, if the input multiple view videos record the free fall motion of an object with different initial speed v, the network aims to learn its kinematics: Δ=vt-1over 2 gt2, where Δ, g and t are displacement, gravitational acceleration and time. To achieve this goal, we design a novel framework consisting of a motion network and a differentiable renderer. For the differentiable renderer, we employ Neural Radiance Field (NeRF) since the geometry is implicitly modeled by querying coordinates in the space. The motion network is composed of a series of blending functions and linear weights, enabling us to analytically derive the kinematic formulas after training. The proposed framework is trained end to end and only requires knowledge of cameras' intrinsic and extrinsic parameters. To validate the proposed framework, we design three experiments to demonstrate its effectiveness and extensibility. The first experiment is the video of free fall and the framework can be easily combined with the principle of parsimony, resulting in the correct free fall kinematics. The second experiment is on the large angle pendulum which does not have analytical kinematics. We use the differential equation controlling pendulum dynamics as a physical prior in the framework and demonstrate that the convergence speed becomes much faster. Finally, we study the explosion animation and demonstrate that our framework can well handle such black-box-generated motions.
Liangchen Song, Sheng Liu 0017, Celong Liu, Zhong Li 0007, Yuqi Ding, Yi Xu 0002, Junsong Yuan 0001
ACM Multimedia3
2021 Animated 3D human avatars from a single image with GAN-based texture inference
Zhong Li 0007, Celong Liu, Fuyao Zhang, Zekun Li 0011, Yuanzhou Ha, Chenliang Xu, Shuxue Quan, Yi Xu 0002
Comput. Graph.3
2020 Talking-Head Generation with Rhythmic Head Motion
Guofeng Cui, Celong Liu, Zhong Li 0007, Ziyi Kou, Yi Xu 0002, Chenliang Xu
ECCV (9)3
2019 Hierarchical fragmented image reassembly using a bundle-of-superpixel representation
Xin Li 0003, Kang Xie, Wenxing Hong, Celong Liu
Comput. Aided Geom. Des.4
2019 Automatic craniofacial registration based on radial curves
Ruikun Huang, Junli Zhao, Fuqing Duan, Xin Li 0003, Celong Liu, Xiaodan Deng, Zhenkuan Pan 0001, Zhongke Wu
Comput. Graph.5
2019 Real-Time Avatar Pose Transfer and Motion Generation Using Locally Encoded Laplacian Offsets
Masoud Zadghorban Lifkooee, Celong Liu, Yongqing Liang 0001, Yimin Zhu 0004, Xin Li 0003
J. Comput. Sci. Technol.2
2017 Geometry-aware partitioning of complex domains for parallel quad meshing
Xin Li 0003, Wuyi Yu, Celong Liu
Comput. Aided Des.3
2017 Distributed poly-square mapping for large-scale semi-structured quad mesh generation
Celong Liu, Wuyi Yu, Zhonggui Chen, Xin Li 0003
Comput. Aided Des.1