EDBT 2026 Demo / reviewers in the wild / expert
Yifang Men
dblp:198/9537
· DBLP profile ↗
14ranked-venue papers
8as first author
10since 2021 · last 2025
0000-0003-2495-2869ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 13 · 8 first-author · 9 since 2021Artificial intelligence and machine learning · 11 · 7 first-author · 7 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Creating Your Editable 3D Photorealistic Avatar with Tetrahedron-constrained Gaussian SplattingabstractPersonalized 3D avatar editing holds significant promise due to its user-friendliness and availability to applications such as AR/VR and virtual try-ons. Previous studies have explored the feasibility of 3D editing, but often struggle to generate visually pleasing results, possibly due to the unstable representation learning under mixed optimization of geometry and texture in complicated reconstructed scenarios. In this paper, we aim to provide an accessible solution for ordinary users to create their editable 3D avatars with precise region localization, geometric adaptability, and photorealistic renderings. To tackle this challenge, we introduce a meticulously designed framework that decouples the editing process into local spatial adaptation and realistic appearance learning, utilizing a hybrid Tetrahedron-constrained Gaussian Splatting (TetGS) as the underlying representation. TetGS combines the controllable explicit structure of tetrahedral grids with the high-precision rendering capabilities of 3D Gaussian Splatting and is optimized in a progressive manner comprising three stages: 3D avatar instantiation from real-world monocular videos to provide accurate priors for TetGS initialization; localized spatial adaptation with explicitly partitioned tetrahedrons to guide the redistribution of Gaussian kernels; and geometry-based appearance generation with a coarse-to-fine activation strategy. Both qualitative and quantitative experiments demonstrate the effectiveness and superiority of our approach in generating photorealistic 3D editable avatars. Hanxi Liu, Yifang Men, Zhouhui Lian |
CVPR | 2 |
| 2025 | MIMO: Controllable Character Video Synthesis with Spatial Decomposed ModelingabstractCharacter video synthesis aims to produce realistic videos of animatable characters within lifelike scenes. As a fundamental problem in the computer vision and graphics community, 3D works typically require multi-view captures for per-case training, which severely limits their applicability of modeling arbitrary characters in a short time. Recent 2D methods break this limitation via pre-trained diffusion models, but they struggle for flexible controls, pose generality and scene interaction. To this end, we propose MIMO, a novel framework which can not only synthesize realistic character videos with controllable attributes (i.e., character, motion and scene) provided by simple user inputs, but also simultaneously achieve advanced scalability to arbitrary characters, generality to novel 3D motions, and applicability to interactive real-world scenes in a unified framework. The core idea is to encode the 2D video to compact spatial codes, considering the inherent 3D nature of video occurrence. Concretely, we lift the 2D frame pixels into 3D using monocular depth estimators, and decompose the video clip into three spatial components (i.e., main human, underlying scene, and floating occlusion) in hierarchical layers based on the 3D depth. These components are further encoded to canonical identity code, structured motion code and full scene code, which are utilized as control signals of the synthesis process. The design of spatial decomposed modeling enables flexible user control, complex motion expression, as well as 3D-aware synthesis for scene interactions. Experimental results show that the proposed method outperforms prior works by a large margin in character animation synthesis and is effective in providing a high degree of controllability (i.e., arbitrary characters, novel 3D motions, interactive scenes), thus enabling brandnew editing tasks (e.g., video character replacement). Yifang Men, Miaomiao Cui, Liefeng Bo |
CVPR | 1 |
| 2025 | Generating Editable Head Avatars with 3D Gaussian GANsabstractGenerating animatable and editable 3D head avatars is essential for various applications in computer vision and graphics. Traditional 3D-aware generative adversarial networks (GANs), often using implicit fields like Neural Radiance Fields (NeRF), achieve photo-realistic and view-consistent 3D head synthesis. However, these methods face limitations in deformation flexibility and editability, hindering the creation of lifelike and easily modifiable 3D heads. We propose a novel approach that enhances the editability and animation control of 3D head avatars by incorporating 3D Gaussian Splatting (3DGS) as an explicit 3D representation. This method enables easier illumination control and improved editability. Central to our approach is the Editable Gaussian Head (EG-Head) model, which combines a 3D Morphable Model (3DMM) with texture maps, allowing precise expression control and flexible texture editing for accurate animation while preserving identity. To capture complex non-facial geometries like hair, we use an auxiliary set of 3DGS and tri-plane features. Extensive experiments demonstrate that our approach delivers high-quality 3D-aware synthesis with state-of-the-art controllability. Our code and models are available at https://github.com/liguohao96/EGG3D. Guohao Li 0010, Hongyu Yang 0001, Yifang Men, Di Huang 0001, Weixin Li 0001, Ruijie Yang, Yunhong Wang 0001 |
ICASSP | 3 |
| 2025 | Perception-as-Control: Fine-Grained Controllable Image Animation with 3D-Aware Motion RepresentationabstractMotion-controllable image animation is a fundamental task with a wide range of potential applications. Recent works have made progress in controlling camera or object motion via various motion representations, while they still struggle to support collaborative camera and object motion control with adaptive control granularity. To this end, we introduce 3D-aware motion representation and propose an image animation framework, called Perception-as-Control, to achieve fine-grained collaborative motion control. Specifically, we construct 3D-aware motion representation from a reference image, manipulate it based on interpreted user instructions, and perceive it from different viewpoints. In this way, camera and object motions are transformed into intuitive and consistent visual changes. Then, our framework leverages the perception results as motion control signals, enabling it to support various motion-related video synthesis tasks in a unified and flexible way. Experiments demonstrate the superiority of the proposed approach. For more details and qualitative results, please refer to our anonymous project webpage: https://chen-yingjie.github.io/projects/Perception-as-Control. Yifang Men, Miaomiao Cui, Liefeng Bo |
ICCV | 2 |
| 2024 | En3D: An Enhanced Generative Model for Sculpting 3D Humans from 2D Synthetic DataabstractWe present En3D, an enhanced generative scheme for sculpting high-quality 3D human avatars. Unlike previous works that rely on scarce 3D datasets or limited 2D collections with imbalanced viewing angles and imprecise pose priors, our approach aims to develop a zero-shot 3D generative scheme capable of producing visually realistic, ge-ometrically accurate and content-wise diverse 3D humans without directly relying on pre-existing 3D or 2D assets. To address this challenge, we introduce a meticulously crafted workflow that implements accurate physical modeling to learn the enhanced 3D generative model from synthetic 2D data. During inference, we integrate optimization modules to bridge the gap between realistic appearances and coarse 3D shapes. Specifically, En3D comprises three modules: a 3D generator that accurately models generalizable 3D humans with realistic appearance from synthesized balanced, diverse, and structured human images; a geometry sculptor that enhances shape quality using multi-view normal constraints for intricate human structure; and a texturing module that disentangles explicit texture maps with fidelity and editability, leveraging semantical UV partitioning and a differentiable rasterizer: Experimental results show that our approach significantly outperforms prior works in terms of image quality, geometry accuracy and content diversity. We also showcase the applicability of our generated avatars for animation and editing, as well as the scalability of our approach for content-style free adaptation. Yifang Men, Biwen Lei, Yuan Yao 0013, Miaomiao Cui, Zhouhui Lian, Xuansong Xie |
CVPR | 1 |
| 2024 | 3DToonify: Creating Your High-Fidelity 3D Stylized Avatar Easily from 2D Portrait ImagesabstractVisual content creation has aroused a surge of interest given its applications in mobile photography and AR/VR. Portrait style transfer and 3D recovery from monocular images as two representative tasks have so far evolved independently. In this paper, we make a connection between the two, and tackle the challenging task of 3D portrait styl-ization - modeling high-fidelity 3D stylized avatars from captured 2D portrait images. However, naively combining the techniques from the two isolated areas may suf-fer from either inadequate stylization or absence of 3D as-sets. To this end, we propose 3DToonify, a new framework that introduces a progressive training scheme to achieve 3D style adaption on spatial neural representation (SNR). SNR is constructed with implicit fields and they are dynamically optimized by the progressive training scheme, which consists of three stages: guided prior learning, deformable geometry adaption and explicit texture adaption. In this way, stylized geometry and texture are learned in SNR in an explicit and structured way with only a single stylized exemplar needed. Moreover, our method obtains style-adaptive underlying structures (i.e., deformable geometry and exaggerated texture) and view-consistent styl-ized avatar rendering from arbitrary novel viewpoints. Both qualitative and quantitative experiments have been conducted to demonstrate the effectiveness and superiority of our method for automatically generating exemplar-guided 3D stylized avatars. Yifang Men, Hanxi Liu, Miaomiao Cui, Xuansong Xie, Zhouhui Lian |
CVPR | 1 |
| 2024 | MorphNeRF: Text-Guided 3D-Aware Editing via Morphing Generative Neural Radiance FieldsabstractGenerative neural radiance fields (NeRF) bring image generation into the 3D era, which have delivered impressive generation quality and 3D consistency, especially in the face generation domain. Upon pre-trained generative NeRF, 3D-aware image editing has been explored and achieved promising performance via manipulating semantic maps or attributes. However, a more flexible editing interface, text, remains under-explored in the context of 3D-aware image editing. In this work, we leverage the Contrastive Language-Image Pre-training (CLIP) model to achieve 3D-aware image editing in pre-trained generative NeRF models given a target text prompt. To achieve accurate and controllable geometry editing, we propose MorphNeRF, a learnable morphing network that morphs the 3D geometry of images toward the target descriptions via generative NeRF. Different from prior studies that achieve image editing by manipulating latent codes or directly finetuning pre-trained models, morphing the geometry can better preserve the texture of the source image and facilitate the control of editing strength by adjusting the weight of morphing maps explicitly. Extensive experiments and comparisons show that the proposed MorphNeRF achieves superior image editing performance. Yingchen Yu, Rongliang Wu, Yifang Men, Shijian Lu, Miaomiao Cui, Xuansong Xie, Chunyan Miao |
IEEE Trans. Multim. | 3 |
| 2023 | Controllable Image Synthesis With Attribute-Decomposed GANabstractThis paper proposes Attribute-Decomposed GAN (ADGAN) and its enhanced version (ADGAN++) for controllable image synthesis, which can produce realistic images with desired attributes provided in various source inputs. The core ideas of the proposed ADGAN and ADGAN++ are both to embed component attributes into the latent space as independent codes and thus achieve flexible and continuous control of attributes via mixing and interpolation operations in explicit style representations. The major difference between them is that ADGAN processes all component attributes simultaneously while ADGAN++ utilizes a serial encoding strategy. More specifically, ADGAN consists of two encoding pathways with style block connections and is capable of decomposing the original hard mapping into multiple more accessible subtasks. In the source pathway, component layouts are extracted via a semantic parser and the segmented components are fed into a shared global texture encoder to obtain decomposed latent codes. This strategy allows for the synthesis of more realistic output images and the automatic separation of un-annotated component attributes. Although the original ADGAN works in a delicate and efficient manner, intrinsically it fails to handle the semantic image synthesizing task when the number of attribute categories is huge. To address this problem, ADGAN++ employs the serial encoding of different component attributes to synthesize each part of the target real-world image, and adopts several residual blocks with segmentation guided instance normalization to assemble the synthesized component images and refine the original synthesis result. The two-stage ADGAN++ is designed to alleviate the massive computational costs required when synthesizing real-world images with numerous attributes while maintaining the disentanglement of different attributes to enable flexible control of arbitrary component attributes of the synthesized images. Experimental results demonstrate the proposed methods' superiority over the state of the art in pose transfer, face style transfer, and semantic image synthesis, as well as their effectiveness in the task of component attribute transfer. Our code and data are publicly available at https://github.com/menyifang/ADGAN. Guo Pu, Yifang Men, Yiming Mao 0006, Yuning Jiang 0001, Wei-Ying Ma, Zhouhui Lian |
IEEE Trans. Pattern Anal. Mach. Intell. | 2 |
| 2022 | Unpaired Cartoon Image Synthesis via Gated Cycle MappingabstractIn this paper, we present a general-purpose solution to cartoon image synthesis with unpaired training data. In contrast to previous works learning pre-defined cartoon styles for specified usage scenarios (portrait or scene), we aim to train a common cartoon translator which can not only simultaneously render exaggerated anime faces and realistic cartoon scenes, but also provide flexible user controls for desired cartoon styles. It is challenging due to the complexity of the task and the absence of paired data. The core idea of the proposed method is to introduce gated cycle mapping, that utilizes a novel gated mapping unit to produce the category-specific style code and embeds this code into cycle networks to control the translation process. For the concept of category, we classify images into different categories (e.g., 4 types: photo/cartoon portrait/scene) and learn finer-grained category translations rather than overall mappings between two domains (e.g., photo and cartoon). Furthermore, the proposed method can be easily extended to cartoon video generation with an auxiliary dataset and a new adaptive style loss. Experimental results demonstrate the superiority of the proposed method over the state of the art and validate its effectiveness in the brand-new task of general cartoon image synthesis. Yifang Men, Yuan Yao 0013, Miaomiao Cui, Zhouhui Lian, Xuansong Xie, Xian-Sheng Hua 0001 |
CVPR | 1 |
| 2022 | DCT-net: domain-calibrated translation for portrait stylizationabstractThis paper introduces DCT-Net, a novel image translation architecture for few-shot portrait stylization. Given limited style exemplars (~100), the new architecture can produce high-quality style transfer results with advanced ability to synthesize high-fidelity contents and strong generality to handle complicated scenes (e.g., occlusions and accessories). Moreover, it enables full-body image translation via one elegant evaluation network trained by partial observations (i.e., stylized heads). Few-shot learning based style transfer is challenging since the learned model can easily become overfitted in the target domain, due to the biased distribution formed by only a few training examples. This paper aims to handle the challenge by adopting the key idea of "calibration first, translation later" and exploring the augmented global structure with locally-focused translation. Specifically, the proposed DCT-Net consists of three modules: a content adapter borrowing the powerful prior from source photos to calibrate the content distribution of target samples; a geometry expansion module using affine transformations to release spatially semantic constraints; and a texture translation module leveraging samples produced by the calibrated distribution to learn a fine-grained conversion. Experimental results demonstrate the proposed method's superiority over the state of the art in head stylization and its effectiveness on full image translation with adaptive deformations. Our code is publicly available at https://github.com/menyifang/DCT-Net. Yifang Men, Yuan Yao 0013, Miaomiao Cui, Zhouhui Lian, Xuansong Xie |
ACM Trans. Graph. | 1 |
| 2020 | Controllable Person Image Synthesis With Attribute-Decomposed GANabstractThis paper introduces the Attribute-Decomposed GAN, a novel generative model for controllable person image synthesis, which can produce realistic person images with desired human attributes (e.g., pose, head, upper clothes and pants) provided in various source inputs. The core idea of the proposed model is to embed human attributes into the latent space as independent codes and thus achieve flexible and continuous control of attributes via mixing and interpolation operations in explicit style representations. Specifically, a new architecture consisting of two encoding pathways with style block connections is proposed to decompose the original hard mapping into multiple more accessible subtasks. In source pathway, we further extract component layouts with an off-the-shelf human parser and feed them into a shared global texture encoder for decomposed latent codes. This strategy allows for the synthesis of more realistic output images and automatic separation of un-annotated attributes. Experimental results demonstrate the proposed method's superiority over the state of the art in pose transfer and its effectiveness in the brand-new task of component attribute transfer. Yifang Men, Yiming Mao 0006, Yuning Jiang 0001, Wei-Ying Ma, Zhouhui Lian |
CVPR | 1 |
| 2019 | DynTypo: Example-Based Dynamic Text Effects TransferabstractIn this paper, we present a novel approach for dynamic text effects transfer by using example-based texture synthesis. In contrast to previous works that require an input video of the target to provide motion guidance, we aim to animate a still image of the target text by transferring the desired dynamic effects from an observed exemplar. Due to the simplicity of target guidance and complexity of realistic effects, it is prone to producing temporal artifacts such as flickers and pulsations. To address the problem, our core idea is to find a common Nearest-neighbor Field (NNF) that would optimize the textural coherence across all keyframes simultaneously. With the static NNF for video sequences, we implicitly transfer motion properties from source to target. We also introduce a guided NNF search by employing the distance-based weight map and Simulated Annealing (SA) for deep direction-guided propagation to allow intense dynamic effects to be completely transferred with no semantic guidance provided. Experimental results demonstrate the effectiveness and superiority of our method in dynamic text effects transfer through extensive comparisons with state-of-the-art algorithms. We also show the potentiality of our method via multiple experiments for various application domains. Yifang Men, Zhouhui Lian, Yingmin Tang, Jianguo Xiao |
CVPR | 1 |
| 2018 | A Common Framework for Interactive Texture TransferabstractIn this paper, we present a general-purpose solution to interactive texture transfer problems that better preserves both local structure and visual richness. It is challenging due to the diversity of tasks and the simplicity of required user guidance. The core idea of our common framework is to use multiple custom channels to dynamically guide the synthesis process. For interactivity, users can control the spatial distribution of stylized textures via semantic channels. The structure guidance, acquired by two stages of automatic extraction and propagation of structure information, provides a prior for initialization and preserves the salient structure by searching the nearest neighbor fields (NNF) with structure coherence. Meanwhile, texture coherence is also exploited to maintain similar style with the source image. In addition, we leverage an improved PatchMatch with extended NNF and matrix operations to obtain transformable source patches with richer geometric information at high speed. We demonstrate the effectiveness and superiority of our method on a variety of scenes through extensive comparisons with state-of-the-art algorithms. Yifang Men, Zhouhui Lian, Yingmin Tang, Jianguo Xiao |
CVPR | 1 |
| 2016 | High precision gesture sensing via quantitative characterization of the Doppler effectabstractThis paper presents a high precision gesture recognition system that leverages the Doppler effect of ultrasound to sense in-air hand gestures. The system can precisely identify a wider variety of gestures than other systems without any modification to consumer laptops. The system recognizes quantitatively detailed and complex movements from the signals reflected by a moving body. A Hidden Markov Model is used to construct a library of independent, discrete gestures. The gestures can be mapped to diverse application actions. Our method can distinguish among similar gestures with slight difference by extracting fewer, more effective features. Our proposed system reduces false positives caused by unintended motions and is versatile and adaptable to multiple device. We implemented a proof-of-concept prototype on a laptop and extensively evaluated the system. Our results show that the system recognizes six gestures with an average accuracy of 98.6% and 18 gestures including similar ones with 95% accuracy. The flexibility and robustness on multiple devices highlights its ability to enable future ubiquitous non-contact gesture-based interaction with computing devices. Haojun Ai, Yifang Men, Liangliang Han, Zuchao Li |
ICPR | 2 |