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Junfeng Lyu

dblp:238/5527 · DBLP profile ↗
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6ranked-venue papers
3as first author
6since 2021 · last 2026
0009-0007-8083-2948ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 5 · 3 first-author · 5 since 2021Artificial intelligence and machine learning · 3 · 1 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 first-author · 2 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
5 papers
Rendering · 39% Computational photography and imaging · 31% Geometric modeling and processing · 11%
Human-computer interaction and pervasive computing
1 paper
Wearable and physiological sensing · 100%
Artificial intelligence
2 papers
3D vision · 100%

Topics — the 11 heaviest of 13, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › appearance acquisition
facial geometry and appearance capture
1.822026
High-Quality Facial Geometry and Appearance Capture at Home · Int. J. Comput. Vis. 2026
High-Quality Facial Geometry and Appearance Capture at Home · CVPR 2024
Rendering › appearance acquisition
facial appearance capture
0.912025
Facial Appearance Capture at Home with Patch-Level Reflectance Prior · ACM Trans. Graph. 2025
Computational photography and imaging › reflectance acquisition
reflectance estimation
0.912025
Facial Appearance Capture at Home with Patch-Level Reflectance Prior · ACM Trans. Graph. 2025
Computer vision › 3D vision
3d face reconstruction
0.812024
High-quality Animatable Eyelid Shapes from Lightweight Captures · SIGGRAPH Asia 2024
Geometric modeling and processing
3d reconstruction
0.812024
High-Quality Facial Geometry and Appearance Capture at Home · CVPR 2024
Computational photography and imaging
3d scanning
0.812024
High-Quality Facial Geometry and Appearance Capture at Home · CVPR 2024
Computer animation and physical simulation
facial animation
0.812024
High-quality Animatable Eyelid Shapes from Lightweight Captures · SIGGRAPH Asia 2024
Wearable and physiological sensing › eye tracking › gaze estimation
appearance-based gaze estimation
0.712023
Towards Eyeglasses Refraction in Appearance-based Gaze Estimation · ISMAR 2023
Wearable and physiological sensing › eye tracking
gaze estimation
0.712023
Towards Eyeglasses Refraction in Appearance-based Gaze Estimation · ISMAR 2023
Image and video processing
image restoration
0.612022
Portrait Eyeglasses and Shadow Removal by Leveraging 3D Synthetic Data · CVPR 2022
Computational photography and imaging › intrinsic image decomposition
reflectance and shading
0.212024
High-Quality Facial Geometry and Appearance Capture at Home · CVPR 2024

Methods — techniques the papers use, named apart from their topics

neural eyelid control · 1.5eyeball calibration · 1.5synthetic data · 1.1detect-then-remove · 1.1cross-domain transfer · 1.1patch-level posterior sampling · 0.9diffusion model · 0.9morphable face albedo model · 0.8hybrid neural representation · 0.8combined lighting model · 0.8multi-task learning · 0.7convolutional neural network · 0.7
YearPublicationVenuePosition
2026 High-Quality Facial Geometry and Appearance Capture at Home
Feng Xu 0005, Junfeng Lyu
Int. J. Comput. Vis.3
2025 Facial Appearance Capture at Home with Patch-Level Reflectance Prior
abstract
Existing facial appearance capture methods can reconstruct plausible facial reflectance from smartphone-recorded videos. However, the reconstruction quality is still far behind the ones based on studio recordings. This paper fills the gap by developing a novel daily-used solution with a co-located smartphone and flashlight video capture setting in a dim room. To enhance the quality, our key observation is to solve facial reflectance maps within the data distribution of studio-scanned ones. Specifically, we first learn a diffusion prior over the Light Stage scans and then steer it to produce the reflectance map that best matches the captured images. We propose to train the diffusion prior at the patch level to improve generalization ability and training stability, as current Light Stage datasets are in ultra-high resolution but limited in data size. Tailored to this prior, we propose a patch-level posterior sampling technique to sample seamless full-resolution reflectance maps from this patch-level diffusion model. Experiments demonstrate our method closes the quality gap between low-cost and studio recordings by a large margin, opening the door for everyday users to clone themselves to the digital world.
Junfeng Lyu, Kuan Sheng, Minghao Que, Qixuan Zhang, Lan Xu 0003, Feng Xu 0005
ACM Trans. Graph.2
2024 High-Quality Facial Geometry and Appearance Capture at Home
abstract
Facial geometry and appearance capture have demonstrated tremendous success in 3D scanning real humans in studios. Recent works propose to democratize this technique while keeping the results high quality. However, they are still inconvenient for daily usage. In addition, they focus on an easier problem of only capturing facial skin. This paper proposes a novel method for high-quality face capture, featuring an easy-to-use system and the capability to model the complete face with skin, mouth interior, hair, and eyes. We reconstruct facial geometry and appearance from a single co-located smartphone flashlight sequence captured in a dim room where the flashlight is the dominant light source (e.g. rooms with curtains or at night). To model the complete face, we propose a novel hybrid representation to effectively model both eyes and other facial regions, along with novel techniques to learn it from images. We apply a combined lighting model to compactly represent real illuminations and exploit a morphable face albedo model as a reflectance prior to disentangle diffuse and specular. Experiments show that our method can capture high-quality 3D relightable scans. Our code will be released.
Junfeng Lyu, Feng Xu 0005
CVPR2
2024 High-quality Animatable Eyelid Shapes from Lightweight Captures
abstract
High-quality eyelid reconstruction and animation are challenging for the subtle details and complicated deformations. Previous works usually suffer from the trade-off between the capture costs and the quality of details. In this paper, we propose a novel method that can achieve detailed eyelid reconstruction and animation by only using an RGB video captured by a mobile phone. Our method utilizes both static and dynamic information of eyeballs (e.g., positions and rotations) to assist the eyelid reconstruction, cooperating with an automatic eyeball calibration method to get the required eyeball parameters. Furthermore, we develop a neural eyelid control module to achieve the semantic animation control of eyelids. To the best of our knowledge, we present the first method for high-quality eyelid reconstruction and animation from lightweight captures. Extensive experiments on both synthetic and real data show that our method can provide more detailed and realistic results compared with previous methods based on the same-level capture setups. The code is available at https://github.com/StoryMY/AniEyelid.
Junfeng Lyu, Feng Xu 0005
SIGGRAPH Asia1
2023 Towards Eyeglasses Refraction in Appearance-based Gaze Estimation
abstract
For myopia and hyperopia subjects, eyeglasses would change the position of objects in their views, leading to different eyeball rotations for the same gaze target (Fig. 1). Existing appearance-based gaze estimation methods ignore this effect, while this paper investigates it and proposes an effective method to consider it in gaze estimation, achieving noticeable improvements. Specifically, we discover that the appearance-gaze mapping differs for spectacled and unspectacled conditions, and the deviations are nearly consistent with the physical laws of the ideal lens. Based on this discovery, we propose a novel multi-task training strategy that encourages networks to regress gaze and classify the wearing conditions simultaneously. We apply the proposed strategy to some popular methods, including supervised and unsupervised ones, and evaluate them on different datasets with various backbones. The results show that the multi-task training strategy could be used on the existing methods to improve the performance of gaze estimation. To the best of our knowledge, we are the first to clearly reveal and explicitly consider eyeglasses refraction in appearance-based gaze estimation. Data and code are available at https://github.com/StoryMY/RefractionGaze.
Junfeng Lyu, Feng Xu 0005
ISMAR1
2022 Portrait Eyeglasses and Shadow Removal by Leveraging 3D Synthetic Data
abstract
In portraits, eyeglasses may occlude facial regions and generate cast shadows on faces, which degrades the performance of many techniques like face verification and expression recognition. Portrait eyeglasses removal is critical in handling these problems. However, completely removing the eyeglasses is challenging because the lighting effects (e.g., cast shadows) caused by them are often complex. In this paper, we propose a novel framework to remove eyeglasses as well as their cast shadows from face images. The method works in a detect-then-remove manner, in which eyeglasses and cast shadows are both detected and then removed from images. Due to the lack of paired data for supervised training, we present a new synthetic portrait dataset with both intermediate and final supervisions for both the detection and removal tasks. Furthermore, we apply a cross-domain technique to fill the gap between the synthetic and real data. To the best of our knowledge, the proposed technique is the first to remove eyeglasses and their cast shadows simultaneously. The code and synthetic dataset are available at https://gethub.com/StoryMY/take-off-eyeglasses.
Junfeng Lyu, Zhibo Wang 0003, Feng Xu 0005
CVPR1