Demo Data from EDBT 2026 / reviewers in the wild / expert
Xuekun Jiang
dblp:226/8577
· DBLP profile ↗
5ranked-venue papers
3as first author
3since 2021 · last 2024
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 4 · 2 first-author · 3 since 2021Artificial intelligence and machine learning · 2 · 1 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 first-author
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
3 papers |
Computer animation and physical simulation · 52% Visual content generation and editing · 17% Virtual and augmented reality · 17% | |
| Artificial intelligence
4 papers |
Video understanding and tracking · 69% 3D vision · 16% Reinforcement learning · 16% |
Topics — the 8 heaviest of 10, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Visual content generation and editing › camera control
camera path optimization |
0.8 | 1 | 2024 | Cinematic Behavior Transfer via NeRF-based Differentiable Filming · CVPR 2024 |
Computer animation and physical simulation
character control |
0.8 | 1 | 2024 | Interactive Character Control with Auto-Regressive Motion Diffusion Models · ACM Trans. Graph. 2024 |
Computer animation and physical simulation › motion synthesis › human motion synthesis
diffusion-based motion generation |
0.8 | 1 | 2024 | Interactive Character Control with Auto-Regressive Motion Diffusion Models · ACM Trans. Graph. 2024 |
Computer animation and physical simulation
motion synthesis |
0.8 | 1 | 2024 | Interactive Character Control with Auto-Regressive Motion Diffusion Models · ACM Trans. Graph. 2024 |
Computer vision › Video understanding and tracking › video event understanding › event boundary detection
shot boundary detection |
0.6 | 1 | 2022 | Jointly Learning the Attributes and Composition of Shots for Boundary Detection in Videos · IEEE Trans. Multim. 2022 |
Multimedia analysis and retrieval
video content analysis |
0.6 | 1 | 2022 | Jointly Learning the Attributes and Composition of Shots for Boundary Detection in Videos · IEEE Trans. Multim. 2022 |
Machine learning › Reinforcement learning
hierarchical reinforcement learning |
0.2 | 1 | 2024 | Interactive Character Control with Auto-Regressive Motion Diffusion Models · ACM Trans. Graph. 2024 |
Computer vision › 3D vision
neural radiance field |
0.2 | 1 | 2024 | Cinematic Behavior Transfer via NeRF-based Differentiable Filming · CVPR 2024 |
Methods — techniques the papers use, named apart from their topics
task-oriented sampling · 1.5neural radiance field · 1.5inpainting · 1.5diffusion model · 1.5differentiable rendering · 1.5autoregressive generation · 1.5SMPL body model · 1.5SLAM · 1.5multi-task learning · 1.1joint learning · 1.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Cinematic Behavior Transfer via NeRF-based Differentiable FilmingabstractIn the evolving landscape of digital media and video pro-duction, the precise manipulation and reproduction of visual elements like camera movements and character actions are highly desired. Existing SLAM methods face limitations in dynamic scenes and human pose estimation often focuses on 2D projections, neglecting 3D statuses. To address these is-sues, we first introduce a reverse filming behavior estimation technique. It optimizes camera trajectories by leveraging NeRF as a differentiable renderer and refining SMPL tracks. We then introduce a cinematic transfer pipeline that is able to transfer various shot types to a new 2D video or a 3D vir-tual environment. The incorporation of 3D engine workflow enables superior rendering and control abilities, which also achieves a higher rating in the user study. Xuekun Jiang, Anyi Rao, Jingbo Wang 0003, Dahua Lin, Bo Dai 0002 |
CVPR | 1 |
| 2024 | Interactive Character Control with Auto-Regressive Motion Diffusion ModelsabstractReal-time character control is an essential component for interactive experiences, with a broad range of applications, including physics simulations, video games, and virtual reality. The success of diffusion models for image synthesis has led to the use of these models for motion synthesis. However, the majority of these motion diffusion models are primarily designed for offline applications, where space-time models are used to synthesize an entire sequence of frames simultaneously with a pre-specified length. To enable real-time motion synthesis with diffusion model that allows time-varying controls, we propose A-MDM (Auto-regressive Motion Diffusion Model). Our conditional diffusion model takes an initial pose as input, and auto-regressively generates successive motion frames conditioned on the previous frame. Despite its streamlined network architecture, which uses simple MLPs, our framework is capable of generating diverse, long-horizon, and high-fidelity motion sequences. Furthermore, we introduce a suite of techniques for incorporating interactive controls into A-MDM, such as task-oriented sampling, in-painting, and hierarchical reinforcement learning (See Figure 1). These techniques enable a pre-trained A-MDM to be efficiently adapted for a variety of new downstream tasks. We conduct a comprehensive suite of experiments to demonstrate the effectiveness of A-MDM, and compare its performance against state-of-the-art auto-regressive methods. Yi Shi 0008, Jingbo Wang 0003, Xuekun Jiang, Bingkun Lin, Bo Dai 0002, Xue Bin Peng |
ACM Trans. Graph. | 3 |
| 2022 | Jointly Learning the Attributes and Composition of Shots for Boundary Detection in VideosabstractIn film making, shot has a profound influence on how the movie content is delivered and how the audiences are echoed, where different emotions and contents can be delivered through well-designed camera movements or shot editing. Therefore, in pursuit of a high-level understanding of long videos, accurate shot detection from untrimmed videos should be considered as the first and the most fundamental step. Existing approaches address this problem based on the visual difference and content transitions between consecutive frames, while ignoring intrinsic shot attributes, viz., camera movements, scales and viewing angles, which essentially reveals how each shot is created. In this work, we propose a new learning framework (SCTSNet) for shot boundary detection by jointly recognizing the attributes and composition of shots in videos. To facilitate the analysis of shots and the evaluation of shot detection models, we collect a large-scale shot boundary dataset MovieShots2, which contains 15K shots from 282 movie clips. It is richly annotated with the temporal boundary between consecutive shots and its shot attributes, including camera movements, scales and viewing angles, which are the three most distinct shot attributes. Our experiments show that the joint learning framework can significantly boost the boundary detection performance, surpassing the previous scores by a large margin. SCTSNet improves shot boundary detection AP from 0.65 to 0.77, pushing the performance to a new level. Xuekun Jiang, Libiao Jin, Anyi Rao, Linning Xu, Dahua Lin |
IEEE Trans. Multim. | 1 |
| 2020 | A Unified Framework for Shot Type Classification Based on Subject Centric Lens
Anyi Rao, Linning Xu, Xuekun Jiang, Qingqiu Huang, Bolei Zhou, Dahua Lin |
ECCV (11) | 4 |
| 2018 | Application of Ant Colony Algorithm in Finding Shortest Paths in Mobile GamesabstractAnt colony algorithm is a widely used algorithm, it has its shadow in the power distribution, routing and other places. By studying the way of communication between ants, people discovered the way of using pheromone media to communicate indirectly, and developed the ant colony algorithm. Recently, Card-Cultivate Game to develop mobile games dominated the game all the rage, The levels of this type of game can be abstracted into undirected graphs, A lot of graph algorithms can be applied to this type of Card-Cultivate Game of mobile games. In this paper, ant colony algorithm is applied to Girls Frontline which is a mobile game, Ant colony algorithm is used to calculate the shortest distance from the enemy to the player's command post, let the enemy appear more intelligent, enhance the gaming experience. Xuekun Jiang, Minyong Shi |
ICIS | 1 |