EDBT 2026 Demo / reviewers in the wild / expert
Heming Zhu
dblp:217/9475
· DBLP profile ↗
12ranked-venue papers
4as first author
10since 2021 · last 2026
0000-0003-3525-9349ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 9 · 3 first-author · 8 since 2021Artificial intelligence and machine learning · 4 · 2 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 since 2021Systems, architecture and hardware · 1 · 1 first-author · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | GIGA: Generalizable Sparse Image-Driven Gaussian HumansabstractDriving a high-quality and photorealistic full-body virtual human from a few RGB cameras is a challenging problem that has become increasingly relevant with emerging virtual reality technologies. A promising solution to democratize such technology would be a generalizable method that takes sparse multi-view images of any person and then generates photoreal free-view renderings of them. However, the state-of-the-art approaches are not scalable to very large datasets and, thus, lack diversity and photorealism. To address this problem, we propose GIGA, a novel, generalizable full-body model for rendering photoreal humans in free viewpoint, driven by a single-view or sparse multi-view video. Notably, GIGA can scale training to a few thousand subjects while maintaining high photorealism and synthesizing dynamic appearance. At the core, we introduce a MultiHeadUNet architecture, which takes an approximate RGB texture accumulated from a single or multiple sparse views and predicts 3D Gaussian primitives represented as 2D texels on top of a human body mesh. At test time, our method performs novel view synthesis of a virtual 3D Gaussian-based human from 1 to 4 input views and a tracked body template for unseen identities. Our method excels over prior works by a significant margin in terms of identity generalization capability and photorealism. Anton Zubekhin, Heming Zhu, Paulo F. U. Gotardo, Thabo Beeler, Marc Habermann, Christian Theobalt |
3DV | 2 |
| 2025 | TEDRA: Text-Based Editing of Dynamic and Photoreal ActorsabstractOver the past years, significant progress has been made in creating photorealistic and drivable 3D avatars solely from videos of real humans. However, a core remaining challenge is the fine-grained and user-friendly editing of clothing styles by means of textual descriptions. To this end, we present TEDRA the first method allowing textbased edits of an avatar, which maintains the avatar's high fidelity, space-time coherency, as well as dynamics, and enables skeletal pose and view control. We begin by training a model to create a controllable and high-fidelity digital replica of the real actor. Next, we personalize a pretrained generative diffusion model by fine-tuning it on various frames of the real character captured from different camera angles, ensuring the digital representation faithfully captures the dynamics of the real person. This twostage process lays the foundation for our approach to dynamic human avatar editing. Utilizing this personalized diffusion model, we modify the dynamic avatar based on a provided text prompt using our Personalized Normal Aligned Score Distillation Sampling (PNA-SDS) within a modelbased guidance framework. Additionally, we propose a time-step annealing strategy to ensure high-quality edits. Our results demonstrate a clear improvement over prior work in functionality and visual quality. Basavaraj Sunagad, Heming Zhu, Mohit Mendiratta, Adam Kortylewski, Christian Theobalt, Marc Habermann |
3DV | 2 |
| 2025 | Real-time Free-view Human Rendering from Sparse-view RGB Videos using Double Unprojected TexturesabstractReal-time free-view human rendering from sparse-view RGB inputs is a challenging task due to the sensor scarcity and the tight time budget. To ensure efficiency, recent methods leverage 2D CNNs operating in texture space to learn rendering primitives. However, they either jointly learn geometry and appearance, or completely ignore sparse image information for geometry estimation, significantly harming visual quality and robustness to unseen body poses. To address these issues, we present Double Unprojected Textures, which at the core disentangles coarse geometric deformation estimation from appearance synthesis, enabling robust and photorealistic 4K rendering in real-time. Specifically, we first introduce a novel image-conditioned template deformation network, which estimates the coarse deformation of the human template from a first unprojected texture. This updated geometry is then used to apply a second and more accurate texture unprojection. The resulting texture map has fewer artifacts and better alignment with input views, which benefits our learning of finer-level geometry and appearance represented by Gaussian splats. We validate the effectiveness and efficiency of the proposed method in quantitative and qualitative experiments, which significantly surpasses other state-of-the-art methods. Guoxing Sun 0001, Rishabh Dabral, Heming Zhu, Pascal Fua, Christian Theobalt, Marc Habermann |
CVPR | 3 |
| 2025 | HSVDetector: a heterogeneous semantic graph-based method for smart contract vulnerability detection
Heming Zhu, Gehao Lu |
J. Supercomput. | 1 |
| 2025 | TriHuman: A Real-time and Controllable Tri-plane Representation for Detailed Human Geometry and Appearance SynthesisabstractCreating controllable, photorealistic, and geometrically detailed digital doubles of real humans solely from video data is a key challenge in Computer Graphics and Vision, especially when real-time performance is required. Recent methods attach a neural radiance field (NeRF) to an articulated structure, e.g., a body model or a skeleton, to map points into a pose canonical space while conditioning the NeRF on the skeletal pose. These approaches typically parameterize the neural field with a multi-layer perceptron (MLP) leading to a slow runtime. To address this drawback, we propose TriHuman a novel human-tailored, deformable, and efficient tri-plane representation, which achieves real-time performance, state-of-the-art pose-controllable geometry synthesis as well as photorealistic rendering quality. At the core, we non-rigidly warp global ray samples into our undeformed tri-plane texture space, which effectively addresses the problem of global points being mapped to the same tri-plane locations. We then show how such a tri-plane feature representation can be conditioned on the skeletal motion to account for dynamic appearance and geometry changes. Our results demonstrate a clear step toward higher quality in terms of geometry and appearance modeling of humans as well as runtime performance. Heming Zhu, Fangneng Zhan, Christian Theobalt, Marc Habermann |
ACM Trans. Graph. | 1 |
| 2024 | ASH: Animatable Gaussian Splats for Efficient and Photoreal Human RenderingabstractReal-time rendering of photorealistic and controllable human avatars stands as a cornerstone in Computer Vision and Graphics. While recent advances in neural implicit rendering have unlocked unprecedented photorealism for digital avatars, real-time performance has mostly been demon-strated for static scenes only. To address this, we propose ASH, an animatable Gaussian splatting approach for photorealistic rendering of dynamic humans in real time. We parameterize the clothed human as animatable 3D Gaussians, which can be efficiently splatted into image space to generate the final rendering. However, naively learning the Gaussian parameters in 3D space poses a severe challenge in terms of compute. Instead, we attach the Gaussians onto a deformable character model, and learn their parameters in 2D texture space, which allows leveraging efficient 2D convolutional architectures that easily scale with the required number of Gaussians. We benchmark ASH with competing methods on pose-controllable avatars, demonstrating that our method outperforms existing real-time methods by a large margin and shows comparable or even better results than offline methods. Haokai Pang, Heming Zhu, Adam Kortylewski, Christian Theobalt, Marc Habermann |
CVPR | 2 |
| 2024 | SketchMetaFace: A Learning-Based Sketching Interface for High-Fidelity 3D Character Face ModelingabstractModeling 3D avatars benefits various application scenarios such as AR/VR, gaming, and filming. Character faces contribute significant diversity and vividity as a vital component of avatars. However, building 3D character face models usually requires a heavy workload with commercial tools, even for experienced artists. Various existing sketch-based tools fail to support amateurs in modeling diverse facial shapes and rich geometric details. In this article, we present SketchMetaFace - a sketching system targeting amateur users to model high-fidelity 3D faces in minutes. We carefully design both the user interface and the underlying algorithm. First, curvature-aware strokes are adopted to better support the controllability of carving facial details. Second, considering the key problem of mapping a 2D sketch map to a 3D model, we develop a novel learning-based method termed "Implicit and Depth Guided Mesh Modeling" (IDGMM). It fuses the advantages of mesh, implicit, and depth representations to achieve high-quality results with high efficiency. In addition, to further support usability, we present a coarse-to-fine 2D sketching interface design and a data-driven stroke suggestion tool. User studies demonstrate the superiority of our system over existing modeling tools in terms of the ease to use and visual quality of results. Experimental analyses also show that IDGMM reaches a better trade-off between accuracy and efficiency. Zhongjin Luo, Dong Du 0002, Heming Zhu, Yizhou Yu, Hongbo Fu 0001, Xiaoguang Han 0001 |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2022 | Registering Explicit to Implicit: Towards High-Fidelity Garment mesh Reconstruction from Single ImagesabstractFueled by the power of deep learning techniques and implicit shape learning, recent advances in single-image human digitalization have reached unprecedented accuracy and could recover fine-grained surface details such as garment wrinkles. However, a common problem for the implicit-based methods is that they cannot produce separated and topology-consistent mesh for each garment piece, which is crucial for the current 3D content creation pipeline. To address this issue, we proposed a novel geometry inference framework ReEF that reconstructs topology-consistent layered garment mesh by registering the explicit garment template to the whole-body implicit fields predicted from single images. Experiments demonstrate that our method notably outperforms the counterparts on single-image layered garment reconstruction and could bring high-quality digital assets for further content creation. Heming Zhu, Lingteng Qiu, Yuda Qiu, Xiaoguang Han 0001 |
CVPR | 1 |
| 2021 | SimpModeling: Sketching Implicit Field to Guide Mesh Modeling for 3D Animalmorphic Head DesignabstractHead shapes play an important role in 3D character design. In this work, we propose SimpModeling, a novel sketch-based system for helping users, especially amateur users, easily model 3D animalmorphic heads - a prevalent kind of heads in character design. Although sketching provides an easy way to depict desired shapes, it is challenging to infer dense geometric information from sparse line drawings. Recently, deepnet-based approaches have been taken to address this challenge and try to produce rich geometric details from very few strokes. However, while such methods reduce users’ workload, they would cause less controllability of target shapes. This is mainly due to the uncertainty of the neural prediction. Our system tackles this issue and provides good controllability from three aspects: 1) we separate coarse shape design and geometric detail specification into two stages and respectively provide different sketching means; 2) in coarse shape designing, sketches are used for both shape inference and geometric constraints to determine global geometry, and in geometric detail crafting, sketches are used for carving surface details; 3) in both stages, we use the advanced implicit-based shape inference methods, which have strong ability to handle the domain gap between freehand sketches and synthetic ones used for training. Experimental results confirm the effectiveness of our method and the usability of our interactive system. We also contribute to a dataset of high-quality 3D animal heads, which are manually created by artists. Zhongjin Luo, Jie Zhou 0029, Heming Zhu, Dong Du 0002, Xiaoguang Han 0001, Hongbo Fu 0001 |
UIST | 3 |
| 2021 | Learning Part Generation and Assembly for Sketching Man-Made ObjectsabstractAbstract Modeling 3D objects on existing software usually requires a heavy amount of interactions, especially for users who lack basic knowledge of 3D geometry. Sketch‐based modeling is a solution to ease the modelling procedure and thus has been researched for decades. However, modelling a man‐made shape with complex structures remains challenging. Existing methods adopt advanced deep learning techniques to map holistic sketches to 3D shapes. They are still bottlenecked to deal with complicated topologies. In this paper, we decouple the task of sketch2shape into a part generation module and a part assembling module, where deep learning methods are leveraged for the implementation of both modules. By changing the focus from holistic shapes to individual parts, it eases the learning process of the shape generator and guarantees high‐quality outputs. With the learned automated part assembler, users only need a little manual tuning to obtain a desired layout. Extensive experiments and user studies demonstrate the usefulness of our proposed system. Dong Du 0002, Heming Zhu, Yinyu Nie, Xiaoguang Han 0001, Shuguang Cui, Yizhou Yu, Ligang Liu 0001 |
Comput. Graph. Forum | 2 |
| 2020 | Deep Fashion3D: A Dataset and Benchmark for 3D Garment Reconstruction from Single Images
Heming Zhu, Weikai Chen 0001, Dong Du 0002, Zhangye Wang, Shuguang Cui, Xiaoguang Han 0001 |
ECCV (1) | 1 |
| 2018 | HomeFinder Revisited: Finding Ideal Homes with Reachability-Centric Multi-Criteria Decision MakingabstractFinding an ideal home is a difficult and laborious process. One of the most crucial factors in this process is the reachability between the home location and the concerned points of interest, such as places of work and recreational facilities. However, such importance is unrecognized in the extant real estate systems. By characterizing user requirements and analytical tasks in the context of finding ideal homes, we designed ReACH, a novel visual analytics system that assists people in finding, evaluating, and choosing a home based on multiple criteria, including reachability. In addition, we developed an improved data-driven model for approximating reachability with massive taxi trajectories. This model enables users to interactively integrate their knowledge and preferences to make judicious and informed decisions. We show the improvements in our model by comparing the theoretical complexities with the prior study and demonstrate the usability and effectiveness of the proposed system with task-based evaluation. Di Weng, Heming Zhu, Jie Bao 0003, Yu Zheng 0004, Yingcai Wu |
CHI | 2 |