EDBT 2026 Demo / reviewers in the wild / expert
Jiaxiang Tang
dblp:230/7806
· DBLP profile ↗
26ranked-venue papers
13as first author
25since 2021 · last 2026
0000-0003-2487-4469ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 17 · 6 first-author · 16 since 2021Artificial intelligence and machine learning · 15 · 9 first-author · 15 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 since 2021Computer networks · 1 · 1 first-author · 1 since 2021Security and privacy · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 first-author · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | AHE: Adaptive Homomorphic Encryption for Customizable Privacy in Heterogeneous Federated Learning
Jiaxiang Tang, Qi Le, Kangjie Lu, Zhi-Li Zhang, Ali Anwar 0001 |
INFOCOM | 1 |
| 2025 | 3DTopia-XL: Scaling High-quality 3D Asset Generation via Primitive DiffusionabstractThe increasing demand for high-quality 3D assets across various industries necessitates efficient and automated 3D content creation. Despite recent advancements in 3D generative models, existing methods still face challenges with optimization speed, geometric fidelity, and the lack of assets for physically based rendering (PBR). In this paper, we introduce 3DTopia-XL, a scalable native 3D generative model designed to overcome these limitations. 3DTopia-XL leverages a novel primitive-based 3D representation, PrimX, which encodes detailed shape, albedo, and material field into a compact tensorial format, facilitating the modeling of high-resolution geometry with PBR assets. On top of the novel representation, we propose a generative framework based on Diffusion Transformer (DiT), which comprises 1) Primitive Patch Compression, 2) and Latent Primitive Diffusion. 3DTopia-XL learns to generate high-quality 3D assets from textual or visual inputs. Extensive qualitative and quantitative evaluations are conducted to demonstrate that 3DTopia-XL significantly outperforms existing methods in generating high-quality 3D assets with fine-grained textures and materials, efficiently bridging the quality gap between generative models and real-world applications. Zhaoxi Chen 0009, Jiaxiang Tang, Yuhao Dong, Ziang Cao, Fangzhou Hong, Yushi Lan, Tengfei Wang 0002, Haozhe Xie, Shunsuke Saito, Liang Pan, Dahua Lin, Ziwei Liu 0002 |
CVPR | 2 |
| 2025 | TACO: Taming Diffusion for In-the-Wild Video Amodal Completion
Ruijie Lu, Yixin Chen 0003, Yu Liu 0110, Jiaxiang Tang, Junfeng Ni, Diwen Wan, Siyuan Huang 0001 |
ICCV | 4 |
| 2025 | MeshAnything: Artist-Created Mesh Generation with Autoregressive TransformersabstractRecently, 3D assets created via reconstruction and generation have matched the quality of manually crafted assets, highlighting their potential for replacement. However, this potential is largely unrealized because these assets always need to be converted to meshes for 3D industry applications, and the meshes produced by current mesh extraction methods are significantly inferior to Artist-Created Meshes (AMs), i.e., meshes created by human artists.
Specifically, current mesh extraction methods rely on dense faces and ignore geometric features, leading to inefficiencies, complicated post-processing, and lower representation quality.
To address these issues, we introduce MeshAnything, a model that treats mesh extraction as a generation problem, producing AMs aligned with specified shapes.
By converting 3D assets in any 3D representation into AMs, MeshAnything can be integrated with various 3D asset production methods, thereby enhancing their application across the 3D industry.
The architecture of MeshAnything comprises a VQ-VAE and a shape-conditioned decoder-only transformer. We first learn a mesh vocabulary using the VQ-VAE, then train the shape-conditioned decoder-only transformer on this vocabulary for shape-conditioned autoregressive mesh generation. Our extensive experiments show that our method generates AMs with hundreds of times fewer faces, significantly improving storage, rendering, and simulation efficiencies, while achieving precision comparable to previous methods. Tong He 0001, Weicai Ye, Sijin Chen, Jiaxiang Tang, Zhongang Cai, Lei Yang 0045, Gang Yu 0002, Guosheng Lin, Chi Zhang 0007 |
ICLR | 6 |
| 2025 | EdgeRunner: Auto-regressive Auto-encoder for Artistic Mesh GenerationabstractCurrent auto-regressive mesh generation methods suffer from issues such as incompleteness, insufficient detail, and poor generalization.
In this paper, we propose an Auto-regressive Auto-encoder (ArAE) model capable of generating high-quality 3D meshes with up to 4,000 faces at a spatial resolution of $512^3$.
We introduce a novel mesh tokenization algorithm that efficiently compresses triangular meshes into 1D token sequences, significantly enhancing training efficiency.
Furthermore, our model compresses variable-length triangular meshes into a fixed-length latent space, enabling training latent diffusion models for better generalization.
Extensive experiments demonstrate the superior quality, diversity, and generalization capabilities of our model in both point cloud and image-conditioned mesh generation tasks. Jiaxiang Tang, Zhaoshuo Li, Zekun Hao, Ming-Yu Liu 0001, Qinsheng Zhang |
ICLR | 1 |
| 2025 | Fast SP-GS: Reconstructing Dynamic Scenes in MinutesabstractDespite recent advances in Gaussian Splatting techniques-such as Superpoint Gaussian Splatting (SP-GS), which enables real-time, high-fidelity rendering-3D reconstruction of dynamic scenes remains a significant challenge in computer vision. However, SP-GS requires nearly an hour for dynamic scene optimization, severely limiting its practical applications in AR and VR. To address this limitation, we propose Fast SP-GS, an efficient approach that reduces training time to mere minutes. Building upon acceleration methods for static scenes (e.g., Mini-Splatting, Taming 3DGS, FlashGS), our novel 2D-GS-based framework enhances speed and quality via three key innovations: First, an aggressive 2D-GS densification strategy reduces required training iterations, while a Gaussian simplification strategy minimizes redundant parameters. Second, a novel 2D-GS optical flow loss provides explicit motion supervision, accelerating convergence. Third, an optimized CUDA implementation maximizes rendering efficiency. Extensive experiments on synthetic and real-world datasets confirm that Fast SP-GS reconstructs dynamic scenes in minutes, surpassing SP-GS in both rendering quality and computational efficiency. The source code is available at https://github.com/dnvtmf/Fast-SP-GS. Diwen Wan, Jiaxiang Tang, Ruijie Lu, Yuxiang Wang 0015 |
ISMAR | 2 |
| 2025 | Efficient Part-level 3D Object Generation via Dual Volume PackingabstractRecent progress in 3D object generation has greatly improved both the quality and efficiency.
However, most existing methods generate a single mesh with all parts fused together, which limits the ability to edit or manipulate individual parts.
A key challenge is that different objects may have a varying number of parts.
To address this, we propose a new end-to-end framework for part-level 3D object generation.
Given a single input image, our method generates high-quality 3D objects with an arbitrary number of complete and semantically meaningful parts.
We introduce a dual volume packing strategy that organizes all parts into two complementary volumes, allowing for the creation of complete and interleaved parts that assemble into the final object.
Experiments show that our model achieves better quality, diversity, and generalization than previous image-based part-level generation methods.
Our project page is at \url{https://research.nvidia.com/labs/dir/partpacker/}. Jiaxiang Tang, Ruijie Lu, Max Li, Zekun Hao, Xuan Li 0015, Fangyin Wei, Shuran Song, Ming-Yu Liu 0001, Tsung-Yi Lin |
NeurIPS | 1 |
| 2025 | Generating Objects with Part-Articulation from a Single ImageabstractGenerating articulated objects, such as laptops and microwaves, is a crucial yet challenging task with extensive applications in Embodied AI and AR/VR. Current image-to-3D methods primarily focus on surface geometry and texture, neglecting part decomposition and articulation modeling. Meanwhile, neural reconstruction approaches (e.g., NeRF or Gaussian Splatting) rely on dense multi-view or interaction data, limiting their scalability. In this paper, we introduce DreamArt, a novel framework for generating high-fidelity, interactable articulated assets from single-view images. DreamArt employs a three-stage pipeline: firstly, it reconstructs part‑segmented and complete 3D object meshes through a combination of image-to-3D generation, mask-prompted 3D segmentation, and part amodal completion. Second, we fine-tune a video diffusion model to capture part-level articulation priors, leveraging movable part masks as prompt and amodal images to mitigate ambiguities caused by occlusion. Finally, DreamArt optimizes the articulation motion, represented by a dual quaternion, and conducts global texture refinement and repainting to ensure coherent, high-quality textures across all parts. Experimental results demonstrate that DreamArt effectively generates high-quality articulated objects, possessing accurate part shape, high appearance fidelity, and plausible articulation, thereby providing a scalable solution for articulated asset generation. Ruijie Lu, Yu Liu 0110, Jiaxiang Tang, Junfeng Ni, Yuxiang Wang 0015, Diwen Wan, Yixin Chen 0003, Siyuan Huang 0001 |
SIGGRAPH Asia | 3 |
| 2025 | Real-Time Neural Radiance Talking Portrait Synthesis via Audio-Spatial Decomposition
Jiaxiang Tang, Kaisiyuan Wang, Hang Zhou 0009, Xiaokang Chen, Dongliang He, Tianshu Hu, Jingtuo Liu, Ziwei Liu 0002, Jingdong Wang 0001 |
Int. J. Comput. Vis. | 1 |
| 2025 | Secure Embedding Aggregation for Cross-Silo Federated Representation LearningabstractRepresentation learning plays a pivotal role in modern applications by enabling high-quality embeddings that support various downstream tasks such as recommendation, clustering, and personalized services. In federated representation learning (FRL), a central server collaborates withNclients, each holding private data, to jointly learn representations of entities (e.g., users in a social network). However, existing embedding aggregation protocols often fall short in either ensuring privacy protections or fully leveraging aggregation opportunities, leaving sensitive data exposed or vulnerable to collusion. To address these challenges, we propose SecEA, a secure embedding aggregation protocol that fully exploits all potential aggregation opportunities across all entities among clients while providing provable privacy guarantees. SecEA defends both local entities and their embeddings—ensuring computational security against a curious server and statistical privacy against up toTN/2 colluding clients. Comprehensive experiments on various representation learning tasks in cross-silo scenarios demonstrate that SecEA incurs a negligible performance loss (within 5%) compared to protocols with weaker or no privacy guarantees, and its additional computational latency significantly diminishes when training deeper models on larger datasets. A parallel mechanism is also included, which helps further improve the efficiency linearly. These results underscore that SecEA not only provides full privacy protections for both entity and embedding, but also preserves the utility of the learned representations. Jiaxiang Tang, Jinbao Zhu, Kai Zhang 0039, Lichao Sun 0001, Changyu Dong |
IEEE Trans. Inf. Forensics Secur. | 2 |
| 2024 | TeCH: Text-Guided Reconstruction of Lifelike Clothed HumansabstractDespite recent research advancements in reconstructing clothed humans from a single image, accurately restoring the “unseen regions” with high-level details remains an unsolved challenge that lacks attention. Existing methods often generate overly smooth back-side surfaces with a blurry texture. But how to effectively capture all visual attributes of an individual from a single image, which are sufficient to reconstruct unseen areas (e.g. the back view)? Motivated by the power of foundation models, TeCH reconstructs the 3D human by leveraging 1) descriptive text prompts (e.g. garments, colors, hairstyles) which are automatically generated via a garment parsing model and Visual Question Answering (VQA), 2) a personalized fine-tuned Text-to-Image diffusion model (T2I) which learns the “indescribable” appearance. To represent high-resolution 3D clothed humans at an affordable cost, we propose a hybrid 3D representation based on DMTet, which consists of an explicit body shape grid and an implicit distance field. Guided by the descriptive prompts + personalized T2I diffusion model, the geometry and texture of the 3D humans are optimized through multi-view Score Distillation Sampling (SDS) and reconstruction losses based on the original observation. TeCH produces high-fidelity 3D clothed humans with consistent & delicate texture, and detailed full-body geometry. Quantitative and qualitative experiments demonstrate that TeCH outperforms the state-of-the-art methods in terms of reconstruction accuracy and rendering quality. The code will be publicly available for research purposes at huangyangyi.github.io/TeCH Yangyi Huang, Hongwei Yi, Yuliang Xiu, Tingting Liao, Jiaxiang Tang, Deng Cai 0001, Justus Thies |
3DV | 5 |
| 2024 | TADA! Text to Animatable Digital AvatarsabstractWe introduce TADA, a simple-yet-effective approach that takes textual descriptions and produces expressive 3D avatars with high-quality geometry and lifelike textures, that can be animated and rendered with traditional graphics pipelines. Existing text-based character generation methods are limited in terms of geometry and texture quality, and cannot be realistically animated due to the misalignment between the geometry and the texture, particularly in the face region. To address these limitations, TADA leverages the synergy of a 2D diffusion model and a parametric body model. Specifically, we derive a high-resolution upsampled version of SMPL-X with a displacement layer and a texture map, and use hierarchical rendering with score distillation sampling (SDS) to create high-quality, detailed, holistic 3D avatars from text. To ensure alignment between the geometry and texture, we render normals and RGB images of the generated character and exploit their latent embeddings during the SDS optimization process. We further drive the character’s face with multiple expressions during optimization, ensuring that its semantics remain consistent with the original SMPL-X model. Both qualitative and quantitative evaluations show that TADA significantly surpasses existing approaches. TADA enables large-scale creation of digital characters ready for animation and rendering, while also enabling text-guided editing. The code is public for research purposes at tada.is.tue.mpg.de Tingting Liao, Hongwei Yi, Yuliang Xiu, Jiaxiang Tang, Yangyi Huang, Justus Thies, Michael J. Black |
3DV | 4 |
| 2024 | HumanGaussian: Text-Driven 3D Human Generation with Gaussian SplattingabstractRealistic 3D human generationfrom text prompts is a de-sirable yet challenging task. Existing methods optimize 3D representations like mesh or neural fields via score distil-lation sampling (SDS), which suffers from inadequate fine details or excessive training time. In this paper, we pro-pose an efficient yet effective framework, HumanGaussian, that generates high-quality 3D humans with fine-grained geometry and realistic appearance. Our key insight is that 3D Gaussian Splatting is an efficient renderer with peri-odic Gaussian shrinkage or growing, where such adaptive density control can be naturally guided by intrinsic human structures. Specifically, 1) we first propose a Structure-Aware SDS that simultaneously optimizes human appear-ance and geometry. The multi-modal score function from both RGB and depth space is leveraged to distill the Gaus-sian densification and pruning process. 2) Moreover, we devise an Annealed Negative Prompt Guidance by decom-posing SDS into a noisier generative score and a cleaner classifier score, which well addresses the over-saturation issue. The floating artifacts are further eliminated based on Gaussian size in a prune-only phase to enhance generation smoothness. Extensive experiments demonstrate the supe-rior efficiency and competitive quality of our framework, rendering vivid 3D humans under diverse scenarios. Xiaohang Zhan, Jiaxiang Tang, Ying Shan, Dahua Lin, Xihui Liu, Ziwei Liu 0002 |
CVPR | 3 |
| 2024 | LGM: Large Multi-view Gaussian Model for High-Resolution 3D Content Creation
Jiaxiang Tang, Zhaoxi Chen 0009, Xiaokang Chen, Tengfei Wang 0002, Ziwei Liu 0002 |
ECCV (4) | 1 |
| 2024 | DreamGaussian: Generative Gaussian Splatting for Efficient 3D Content CreationabstractRecent advances in 3D content creation mostly leverage optimization-based 3D generation via score distillation sampling (SDS).
Though promising results have been exhibited, these methods often suffer from slow per-sample optimization, limiting their practical usage.
In this paper, we propose DreamGaussian, a novel 3D content generation framework that achieves both efficiency and quality simultaneously.
Our key insight is to design a generative 3D Gaussian Splatting model with companioned mesh extraction and texture refinement in UV space.
In contrast to the occupancy pruning used in Neural Radiance Fields, we demonstrate that the progressive densification of 3D Gaussians converges significantly faster for 3D generative tasks.
To further enhance the texture quality and facilitate downstream applications, we introduce an efficient algorithm to convert 3D Gaussians into textured meshes and apply a fine-tuning stage to refine the details.
Extensive experiments demonstrate the superior efficiency and competitive generation quality of our proposed approach.
Notably, DreamGaussian produces high-quality textured meshes in just 2 minutes from a single-view image, achieving approximately 10 times acceleration compared to existing methods. Jiaxiang Tang, Jiawei Ren 0001, Hang Zhou 0009, Ziwei Liu 0002 |
ICLR | 1 |
| 2024 | Open-set Hierarchical Semantic Segmentation for 3D SceneabstractThe Segment-Anything Model (SAM) shows exceptional zero-shot capabilities for 2D images. Developing a similar model for 3D, however, is challenging due to limited datasets. In this paper, we introduce a zero-shot algorithm to segment a 3D scene into elements at various levels of detail, and further organize the results in a hierarchical tree structure. We propose a tree quality metric to evaluate the algorithm’s performance. Notably, our algorithm eliminates the need for 3D annotations. It uses robust 2D models to generate a 2D segmentation tree for each rendered image. Then, using graph neural networks, it aggregates these 2D trees to form a unified 3D segmentation tree. Extensive experiments on the PartNet dataset and complex 3D scenes validate the algorithm’s effectiveness. We release the source code at https://github.com/dnvtmf/OTS. Diwen Wan, Jiaxiang Tang, Jingbo Wang 0003, Xiaokang Chen, Lingyun Gan |
ICME | 2 |
| 2024 | D3ETR: Decoder Distillation for Detection Transformer
Xiaokang Chen, Jiaxiang Tang |
IJCAI | 4 |
| 2023 | Robust Video Portrait Reenactment via Personalized Representation QuantizationabstractWhile progress has been made in the field of portrait reenactment, the problem of how to produce high-fidelity and robust videos remains. Recent studies normally find it challenging to handle rarely seen target poses due to the limitation of source data. This paper proposes the Video Portrait via Non-local Quantization Modeling (VPNQ) framework, which produces pose- and disturbance-robust reenactable video portraits. Our key insight is to learn position-invariant quantized local patch representations and build a mapping between simple driving signals and local textures with non-local spatial-temporal modeling. Specifically, instead of learning a universal quantized codebook, we identify that a personalized one can be trained to preserve desired position-invariant local details better. Then, a simple representation of projected landmarks can be used as sufficient driving signals to avoid 3D rendering. Following, we employ a carefully designed Spatio-Temporal Transformer to predict reasonable and temporally consistent quantized tokens from the driving signal. The predicted codes can be decoded back to robust and high-quality videos. Comprehensive experiments have been conducted to validate the effectiveness of our approach. Kaisiyuan Wang, Changcheng Liang, Hang Zhou 0009, Jiaxiang Tang, Qianyi Wu, Dongliang He, Zhibin Hong, Jingtuo Liu, Errui Ding, Ziwei Liu 0002, Jingdong Wang 0001 |
AAAI | 4 |
| 2023 | Delicate Textured Mesh Recovery from NeRF via Adaptive Surface RefinementabstractNeural Radiance Fields (NeRF) have constituted a remarkable breakthrough in image-based 3D reconstruction. However, their implicit volumetric representations differ significantly from the widely-adopted polygonal meshes and lack support from common 3D software and hardware, making their rendering and manipulation inefficient. To overcome this limitation, we present a novel framework that generates textured surface meshes from images. Our approach begins by efficiently initializing the geometry and view-dependency decomposed appearance with a NeRF. Subsequently, a coarse mesh is extracted, and an iterative surface refinement algorithm is developed to adaptively adjust both vertex positions and face density based on reprojected rendering errors. We jointly refine the appearance with geometry and bake it into texture images for real-time rendering. Extensive experiments demonstrate that our method achieves superior mesh quality and competitive rendering quality. Jiaxiang Tang, Hang Zhou 0009, Xiaokang Chen, Tianshu Hu, Errui Ding, Jingdong Wang 0001 |
ICCV | 1 |
| 2023 | Secure Embedding Aggregation for Federated Representation LearningabstractWe consider a federated representation learning framework, where with the assistance of a central server, a group of N distributed clients train collaboratively over their private data, for the representations (or embeddings) of a set of entities (e.g., users in a social network). Under this framework, for the key step of aggregating local embeddings trained privately at the clients, we develop a secure embedding aggregation protocol named SecEA, which leverages all potential aggregation opportunities among all the clients, while providing privacy guarantees for the set of local entities and corresponding embeddings simultaneously at each client, against a curious server and up to T < N/2 colluding clients. Jiaxiang Tang, Jinbao Zhu, Lichao Sun 0001 |
ISIT | 1 |
| 2022 | Not All Voxels Are Equal: Semantic Scene Completion from the Point-Voxel PerspectiveabstractWe revisit Semantic Scene Completion (SSC), a useful task to predict the semantic and occupancy representation of 3D scenes, in this paper. A number of methods for this task are always based on voxelized scene representations. Although voxel representations keep local structures of the scene, these methods suffer from heavy computation redundancy due to the existence of visible empty voxels when the network goes deeper. To address this dilemma, we propose our novel point-voxel aggregation network for this task. We first transfer the voxelized scenes to point clouds by removing these visible empty voxels and adopt a deep point stream to capture semantic information from the scene efficiently. Meanwhile, a light-weight voxel stream containing only two 3D convolution layers preserves local structures of the voxelized scenes. Furthermore, we design an anisotropic voxel aggregation operator to fuse the structure details from the voxel stream into the point stream, and a semantic-aware propagation module to enhance the up-sampling process in the point stream by semantic labels. We demonstrate that our model surpasses state-of-the-arts on two benchmarks by a large margin, with only the depth images as input. Jiaxiang Tang, Xiaokang Chen, Jingbo Wang 0003 |
AAAI | 1 |
| 2022 | Point Scene Understanding via Disentangled Instance Mesh Reconstruction
Jiaxiang Tang, Xiaokang Chen, Jingbo Wang 0003 |
ECCV (32) | 1 |
| 2022 | Compressible-composable NeRF via Rank-residual DecompositionabstractNeural Radiance Field (NeRF) has emerged as a compelling method to represent 3D objects and scenes for photo-realistic rendering. However, its implicit representation causes difficulty in manipulating the models like the explicit mesh representation.Several recent advances in NeRF manipulation are usually restricted by a shared renderer network, or suffer from large model size. To circumvent the hurdle, in this paper, we present a neural field representation that enables efficient and convenient manipulation of models.To achieve this goal, we learn a hybrid tensor rank decomposition of the scene without neural networks. Motivated by the low-rank approximation property of the SVD algorithm, we propose a rank-residual learning strategy to encourage the preservation of primary information in lower ranks. The model size can then be dynamically adjusted by rank truncation to control the levels of detail, achieving near-optimal compression without extra optimization.Furthermore, different models can be arbitrarily transformed and composed into one scene by concatenating along the rank dimension.The growth of storage cost can also be mitigated by compressing the unimportant objects in the composed scene. We demonstrate that our method is able to achieve comparable rendering quality to state-of-the-art methods, while enabling extra capability of compression and composition.Code is available at https://github.com/ashawkey/CCNeRF. Jiaxiang Tang, Xiaokang Chen, Jingbo Wang 0003 |
NeurIPS | 1 |
| 2021 | RGLN: Robust Residual Graph Learning Networks via Similarity-Preserving Mapping on GraphsabstractGraph Convolutional Neural Networks (GCNNs) extend CNNs to irregular graph data domain, such as brain networks, citation networks and 3D point clouds. It is critical to identify an appropriate graph for basic operations in GCNNs. Existing methods often manually construct or learn one fixed graph based on known connectivities, which may be sub-optimal. To this end, we propose a residual graph learning paradigm to infer edge connectivities and weights in graphs, which is cast as distance metric learning under a low-rank assumption and a similarity-preserving regularization. In particular, we learn the underlying graph based on similarity-preserving mapping on graphs, which keeps similar nodes close and pushes dissimilar nodes away. Extensive experiments on semi-supervised learning of citation networks and 3D point clouds show that we achieve the state-of-the-art performance in terms of both accuracy and robustness. Jiaxiang Tang, Xiang Gao 0014, Wei Hu 0003 |
ICASSP | 1 |
| 2021 | Joint Implicit Image Function for Guided Depth Super-ResolutionabstractGuided depth super-resolution is a practical task where a low-resolution and noisy input depth map is restored to a high-resolution version, with the help of a high-resolution RGB guide image. Existing methods usually view this task as a generalized guided filtering problem that relies on designing explicit filters and objective functions, or a dense regression problem that directly predicts the target image via deep neural networks. These methods suffer from either model capability or interpretability. Inspired by the recent progress in implicit neural representation, we propose to formulate the guided super-resolution as a neural implicit image interpolation problem, where we take the form of a general image interpolation but use a novel Joint Implicit Image Function (JIIF) representation to learn both the interpolation weights and values. JIIF represents the target image domain with spatially distributed local latent codes extracted from the input image and the guide image, and uses a graph attention mechanism to learn the interpolation weights at the same time in one unified deep implicit function. We demonstrate the effectiveness of our JIIF representation on guided depth super-resolution task, significantly outperforming state-of-the-art methods on three public benchmarks. Code can be found at https://git.io/JC2sU Jiaxiang Tang, Xiaokang Chen |
ACM Multimedia | 1 |
| 2019 | Optimized Skeleton-based Action Recognition via Sparsified Graph RegressionabstractWith the prevalence of accessible depth sensors, dynamic human body skeletons have attracted much attention as a robust modality for action recognition. Previous methods model skeletons based on RNN or CNN, which has limited expressive power for irregular skeleton joints. While graph convolutional networks (GCN) have been proposed to address irregular graph-structured data, the fundamental graph construction remains challenging. In this paper, we represent skeletons naturally on graphs, and propose a graph regression based GCN (GR-GCN) for skeleton-based action recognition, aiming to capture the spatio-temporal variation in the data. As the graph representation is crucial to graph convolution, we first propose graph regression to statistically learn the underlying graph from multiple observations. In particular, we provide spatio-temporal modeling of skeletons and pose an optimization problem on the graph structure over consecutive frames, which enforces the sparsity of the underlying graph for efficient representation. The optimized graph not only connects each joint to its neighboring joints in the same frame strongly or weakly, but also links with relevant joints in the previous and subsequent frames. We then feed the optimized graph into the GCN along with the coordinates of the skeleton sequence for feature learning, where we deploy high-order and fast Chebyshev approximation of spectral graph convolution. Further, we provide analysis of the variation characterization by the Chebyshev approximation. Experimental results validate the effectiveness of the proposed graph regression and show that the proposed GR-GCN achieves the state-of-the-art performance on the widely used NTU RGB+D, UT-Kinect and SYSU 3D datasets. Xiang Gao 0014, Wei Hu 0003, Jiaxiang Tang, Jiaying Liu 0001, Zongming Guo |
ACM Multimedia | 3 |