Demo Data from EDBT 2026 / reviewers in the wild / expert
Botao Zhang 0004
dblp:22/8190-4 · also Bo-Tao Zhang 0004
· DBLP profile ↗
2ranked-venue papers
0as first author
2since 2021 · last 2025
0009-0005-9489-7385ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021Human-computer interaction and ubiquitous computing · 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 |
Geometric modeling and processing · 32% Rendering · 30% Computational photography and imaging · 17% |
Topics — the 7 heaviest of 7, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Visual content generation and editing
3d content creation |
0.9 | 1 | 2025 | Single-Image 3D Human Reconstruction with 3D-Aware Diffusion Priors and Facial Enhancement · SIGGRAPH Asia 2025 |
Geometric modeling and processing › 3d reconstruction
3d human reconstruction |
0.9 | 1 | 2025 | Single-Image 3D Human Reconstruction with 3D-Aware Diffusion Priors and Facial Enhancement · SIGGRAPH Asia 2025 |
Computational photography and imaging › image-based modeling › 3d reconstruction from images
single-view 3d reconstruction |
0.9 | 1 | 2025 | Single-Image 3D Human Reconstruction with 3D-Aware Diffusion Priors and Facial Enhancement · SIGGRAPH Asia 2025 |
Rendering › gaussian splatting
deformable gaussian splatting |
0.8 | 1 | 2024 | Real-time Large-scale Deformation of Gaussian Splatting · ACM Trans. Graph. 2024 |
Rendering
gaussian splatting |
0.8 | 1 | 2024 | Real-time Large-scale Deformation of Gaussian Splatting · ACM Trans. Graph. 2024 |
Geometric modeling and processing
mesh deformation |
0.8 | 1 | 2024 | Real-time Large-scale Deformation of Gaussian Splatting · ACM Trans. Graph. 2024 |
Computer animation and physical simulation
facial animation |
0.3 | 1 | 2025 | Single-Image 3D Human Reconstruction with 3D-Aware Diffusion Priors and Facial Enhancement · SIGGRAPH Asia 2025 |
Methods — techniques the papers use, named apart from their topics
video diffusion model · 0.9SMPL-X · 0.9LoRA · 0.93d gaussian splatting · 0.9mesh-based gaussian representation · 0.8data-driven deformation · 0.8adaptive refinement · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Single-Image 3D Human Reconstruction with 3D-Aware Diffusion Priors and Facial EnhancementabstractCreating high-quality, photorealistic 3D digital humans from a single image remains challenging. While existing methods can generate visually appealing multi-view outputs, they often suffer from inconsistencies in viewpoints and camera poses, resulting in suboptimal 3D reconstructions with reduced realism. Furthermore, most approaches focus on body generation while overlooking facial consistency – a perceptually critical issue caused by the fact that the face occupies only a small area in a full-body image (e.g., ∼ 80 × 80 pixels out of a 512 × 512 image). This limited resolution and low weight for the facial regions during optimization leads to insufficient facial details and inconsistent facial identity features across multiple views.To address these challenges, we leverage the powerful capabilities of 2D video diffusion models for consistent multi-view RGB and Normal human image generation, combined with the 3D SMPL-X representation to enable spatial consistency and geometrical details. By fine-tuning the DiT models (HumanWan-DiTs) on realistic 3D human datasets using the LoRA technique, our method ensuresboth generalizability and 3D visual consistency on realistic multi-view human image generation. The proposed facial enhancement is integrated into 3D Gaussian optimization to enhance facial details. To further refine results, we apply super-resolution and generative priors to reduce facial blurring alongside SMPL-X parameter tuning and the assistance of generated multi-view normal images, achieving photorealistic and consistent rendering from a single image. Extensive experiments demonstrate that our approach outperforms existing methods, producing photorealistic, consistent, and fine-detailed human renderings. Jie Yang 0038, Botao Zhang 0004, Feng-Lin Liu, Hongbo Fu 0001, Yukun Lai, Lin Gao 0004 |
SIGGRAPH Asia | 2 |
| 2024 | Real-time Large-scale Deformation of Gaussian SplattingabstractNeural implicit representations, including Neural Distance Fields and Neural Radiance Fields, have demonstrated significant capabilities for reconstructing surfaces with complicated geometry and topology, and generating novel views of a scene. Nevertheless, it is challenging for users to directly deform or manipulate these implicit representations with large deformations in a real-time fashion. Gaussian Splatting (GS) has recently become a promising method with explicit geometry for representing static scenes and facilitating high-quality and real-time synthesis of novel views. However, it cannot be easily deformed due to the use of discrete Gaussians and the lack of explicit topology. To address this, we develop a novel GS-based method (GaussianMesh) that enables interactive deformation. Our key idea is to design an innovative mesh-based GS representation, which is integrated into Gaussian learning and manipulation. 3D Gaussians are defined over an explicit mesh, and they are bound with each other: the rendering of 3D Gaussians guides the mesh face split for adaptive refinement, and the mesh face split directs the splitting of 3D Gaussians. Moreover, the explicit mesh constraints help regularize the Gaussian distribution, suppressing poor-quality Gaussians ( e.g. , misaligned Gaussians, long-narrow shaped Gaussians), thus enhancing visual quality and reducing artifacts during deformation. Based on this representation, we further introduce a large-scale Gaussian deformation technique to enable deformable GS, which alters the parameters of 3D Gaussians according to the manipulation of the associated mesh. Our method benefits from existing mesh deformation datasets for more realistic data-driven Gaussian deformation. Extensive experiments show that our approach achieves high-quality reconstruction and effective deformation, while maintaining the promising rendering results at a high frame rate (65 FPS on average on a single commodity GPU). Lin Gao 0004, Jie Yang 0038, Botao Zhang 0004, Jia-Mu Sun, Yu-Jie Yuan, Hongbo Fu 0001, Yukun Lai |
ACM Trans. Graph. | 3 |