EDBT 2026 Demo / reviewers in the wild / expert
Zijie Ye
dblp:241/3229
· DBLP profile ↗
9ranked-venue papers
4as first author
6since 2021 · last 2025
—ORCID · conflict
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 · 3 since 2021Artificial intelligence and machine learning · 2 · 1 first-author · 2 since 2021Computer networks · 2 · 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
4 papers |
Computer animation and physical simulation · 49% Geometric modeling and processing · 31% Visual content generation and editing · 16% | |
| Artificial intelligence
2 papers |
Generative modeling · 100% | |
| Computer networks
1 paper |
Transport protocols and congestion control · 100% |
Topics — the 11 heaviest of 13, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation
motion retargeting |
1.4 | 2 | 2024 | Skinned Motion Retargeting with Dense Geometric Interaction Perception · NeurIPS 2024 Semantics2Hands: Transferring Hand Motion Semantics between Avatars · ACM Multimedia 2023 |
Machine learning › Generative modeling
diffusion model |
0.9 | 1 | 2025 | Minimal Impact ControlNet: Advancing Multi-ControlNet Integration · ICLR 2025 |
Visual content generation and editing › image generation
controllable image generation |
0.9 | 1 | 2025 | Minimal Impact ControlNet: Advancing Multi-ControlNet Integration · ICLR 2025 |
Geometric modeling and processing › shape correspondence
mesh correspondence |
0.8 | 1 | 2024 | Skinned Motion Retargeting with Dense Geometric Interaction Perception · NeurIPS 2024 |
Computer animation and physical simulation › motion retargeting
skinned motion retargeting |
0.8 | 1 | 2024 | Skinned Motion Retargeting with Dense Geometric Interaction Perception · NeurIPS 2024 |
Machine learning › Generative modeling
motion generation |
0.4 | 1 | 2020 | ChoreoNet: Towards Music to Dance Synthesis with Choreographic Action Unit · ACM Multimedia 2020 |
Transport protocols and congestion control
congestion control selection |
0.4 | 1 | 2019 | Dynamic TCP Initial Windows and Congestion Control Schemes Through Reinforcement Learning · IEEE J. Sel. Areas Commun. 2019 |
Transport protocols and congestion control
TCP congestion control |
0.4 | 1 | 2019 | Dynamic TCP Initial Windows and Congestion Control Schemes Through Reinforcement Learning · IEEE J. Sel. Areas Commun. 2019 |
Geometric modeling and processing
self-intersection avoidance |
0.2 | 1 | 2024 | Skinned Motion Retargeting with Dense Geometric Interaction Perception · NeurIPS 2024 |
Virtual and augmented reality › avatar
avatar animation |
0.2 | 1 | 2023 | Semantics2Hands: Transferring Hand Motion Semantics between Avatars · ACM Multimedia 2023 |
Transport protocols and congestion control
TCP performance |
0.1 | 1 | 2019 | Dynamic TCP Initial Windows and Congestion Control Schemes Through Reinforcement Learning · IEEE J. Sel. Areas Commun. 2019 |
Methods — techniques the papers use, named apart from their topics
score distillation · 1.7jacobian analysis · 1.7spatial-temporal inpainting · 0.9choreographic action unit prediction · 0.9spatiotemporal representation · 0.8dense mesh interaction field · 0.8semi-supervised learning · 0.7anatomy-based semantic matrix · 0.7reinforcement learning · 0.4deep reinforcement learning · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Minimal Impact ControlNet: Advancing Multi-ControlNet IntegrationabstractWith the advancement of diffusion models, there is a growing demand for high-quality, controllable image generation, particularly through methods that utilize one or multiple control signals based on ControlNet. However, in current ControlNet training, each control is designed to influence all areas of an image, which can lead to conflicts when different control signals are expected to manage different parts of the image in practical applications. This issue is especially pronounced with edge-type control conditions, where regions lacking boundary information often represent low-frequency signals, referred to as silent control signals. When combining multiple ControlNets, these silent control signals can suppress the generation of textures in related areas, resulting in suboptimal outcomes. To address this problem, we propose Minimal Impact ControlNet. Our approach mitigates conflicts through three key strategies: constructing a balanced dataset, combining and injecting feature signals in a balanced manner, and addressing the asymmetry in the score function’s Jacobian matrix induced by ControlNet. These improvements enhance the compatibility of control signals, allowing for freer and more harmonious generation in areas with silent control signals. Shikun Sun, Zixuan Wang 0026, Xubin Li, Tiezheng Ge, Zijie Ye, Xiaoyu Qin 0001, Junliang Xing, Bo Zheng 0007, Jia Jia 0001 |
ICLR | 6 |
| 2025 | IoT-Enhanced Generative AI for Dynamic Train Control in Virtually Coupled Train Set SystemsabstractWith the rapid development of the Internet of Things (IoT), train control systems have emerged as a successful application scenario. The virtually coupled train set (VCTS), as a new paradigm for train control, relies on more efficient vehicle-to-vehicle and vehicle-to-ground communication to achieve closer train spacing. This enhanced communication allows trains to capture more complex and detailed state information. However, traditional train control algorithms, limited by their data processing capabilities, often cannot fully utilize this additional information, leading to conservative control strategies to ensure safety and stability. Generative Artificial Intelligence (GAI), particularly generative diffusion models, has recently shown great potential in optimizing IoT scenarios by handling more complex environments. This article proposes a GAI-based control algorithm framework that leverages diffusion models to optimize train trajectories. By integrating the extensive real-time data generated by IoT systems, the GAI-driven approach enhances decision-making processes, offering more precise and adaptive control strategies tailored to the demands of VCTS. This framework demonstrates the potential of combining IoT data with GAI to achieve higher control accuracy, ensuring safety and performance in dynamic and complex urban rail transit scenarios. Experimental results validate the effectiveness of the proposed method, highlighting its robustness and adaptability across various conditions. Li Zhu 0002, Zijie Ye, Hongwei Wang 0008, F. Richard Yu, Tao Tang 0004 |
IEEE Internet Things J. | 2 |
| 2024 | Skinned Motion Retargeting with Dense Geometric Interaction PerceptionabstractCapturing and maintaining geometric interactions among different body parts is crucial for successful motion retargeting in skinned characters. Existing approaches often overlook body geometries or add a geometry correction stage after skeletal motion retargeting. This results in conflicts between skeleton interaction and geometry correction, leading to issues such as jittery, interpenetration, and contact mismatches. To address these challenges, we introduce a new retargeting framework, MeshRet, which directly models the dense geometric interactions in motion retargeting. Initially, we establish dense mesh correspondences between characters using semantically consistent sensors (SCS), effective across diverse mesh topologies. Subsequently, we develop a novel spatio-temporal representation called the dense mesh interaction (DMI) field. This field, a collection of interacting SCS feature vectors, skillfully captures both contact and non-contact interactions between body geometries. By aligning the DMI field during retargeting, MeshRet not only preserves motion semantics but also prevents self-interpenetration and ensures contact preservation. Extensive experiments on the public Mixamo dataset and our newly-collected ScanRet dataset demonstrate that MeshRet achieves state-of-the-art performance. Code available at https://github.com/abcyzj/MeshRet. Zijie Ye, Jia-Wei Liu, Shikun Sun, Zheng Shou 0001 |
NeurIPS | 1 |
| 2023 | MSNet: A Deep Architecture Using Multi-Sentiment Semantics for Sentiment-Aware Image Style TransferabstractSentiment plays an essential role in people’s perception of images. To incorporate the sentiment information into the image style transfer task for better sentiment-aware performance, we introduce a new task named sentiment-aware image style transfer. To solve this problem, we first introduce a novel Multi-Sentiment Semantics Space (MSS-Space) to capture the non-deterministic and complicated nature of sentiment semantics. With the MSS-Space, we establish tight associations between the visual attributes of images and the multi-sentiment semantics by minimizing their distance in MSS-Space and then propose the Multi-Sentiment Style Transfer Net (MSNet). Experiments demonstrate that, compared with three competing models, our proposed MSNet generates more explicit images and better preserves the integrity of salient objects, local details, and multi-sentiment. In particular, our model outperforms the state-of-the-art by +28.72% in terms of the top-3 accuracy on average. Shikun Sun, Jia Jia 0001, Haozhe Wu, Zijie Ye, Junliang Xing |
ICASSP | 4 |
| 2023 | Salient Co-Speech Gesture Synthesizing with Discrete Motion RepresentationabstractSynthesizing co-speech gestures is challenging because the mapping from speech to gesticulation is inherently non-deterministic. When giving talks, people conduct not only gentle and rhythmic motions but also abrupt and salient gesticulations. Most previous research efforts, however, ignore this nature of co-speech gestures and synthesize deterministic results, producing over-smoothed movements with limited expressiveness. To address this issue, we propose a new co-speech gesture generation approach that produces high-quality salient gesticulations. Specifically, we build a discrete motion representation (DMR) space to bridge the speech-gesture mapping and the gesture generation stages. The incorporation of DMR enables random sampling in motion space and avoids the over-smooth problem in speech-gesture mapping. Based on DMR, we devise a novel multi-modal co-speech gesture synthesis model with temporal attention (MCGT). MCGT explicitly models DMR’s categorical distribution conditioned on the speech context, which captures complex context patterns and produces more salient gesticulations in sync with the context. In addition, we construct a new benchmark for evaluating salient motion quality in co-speech gestures, containing a large-scale co-speech gesture dataset with salient gesticulations. We also introduce a new metric, referred to as salient motion similarity, to evaluate the salient motion quality. Experiments demonstrate superior results from our approach over several competing baselines. Zijie Ye, Jia Jia 0001, Haozhe Wu, Shuo Huang 0005, Shikun Sun, Junliang Xing |
ICASSP | 1 |
| 2023 | Semantics2Hands: Transferring Hand Motion Semantics between AvatarsabstractHuman hands, the primary means of non-verbal communication, convey intricate semantics in various scenarios. Due to the high sensitivity of individuals to hand motions, even minor errors in hand motions can significantly impact the user experience. Real applications often involve multiple avatars with varying hand shapes, highlighting the importance of maintaining the intricate semantics of hand motions across the avatars. Therefore, this paper aims to transfer the hand motion semantics between diverse avatars based on their respective hand models. To address this problem, we introduce a novel anatomy-based semantic matrix (ASM) that encodes the semantics of hand motions. The ASM quantifies the positions of the palm and other joints relative to the local frame of the corresponding joint, enabling precise retargeting of hand motions. Subsequently, we obtain a mapping function from the source ASM to the target hand joint rotations by employing an anatomy-based semantics reconstruction network (ASRN). We train the ASRN using a semi-supervised learning strategy on the Mixamo and InterHand2.6M datasets. We evaluate our method in intra-domain and cross-domain hand motion retargeting tasks. The qualitative and quantitative results demonstrate the significant superiority of our ASRN over the state-of-the-arts. Code available at https://github.com/abcyzj/Semantics2Hand Zijie Ye, Jia Jia 0001, Junliang Xing |
ACM Multimedia | 1 |
| 2020 | ChoreoNet: Towards Music to Dance Synthesis with Choreographic Action UnitabstractDance and music are two highly correlated artistic forms. Synthesizing dance motions has attracted much attention recently. Most previous works conduct music-to-dance synthesis via directly music to human skeleton keypoints mapping. Meanwhile, human choreographers design dance motions from music in a two-stage manner: they firstly devise multiple choreographic dance units (CAUs), each with a series of dance motions, and then arrange the CAU sequence according to the rhythm, melody and emotion of the music. Inspired by these, we systematically study such two-stage choreography approach and construct a dataset to incorporate such choreography knowledge. Based on the constructed dataset, we design a two-stage music-to-dance synthesis framework ChoreoNet to imitate human choreography procedure. Our framework firstly devises a CAU prediction model to learn the mapping relationship between music and CAU sequences. Afterwards, we devise a spatial-temporal inpainting model to convert the CAU sequence into continuous dance motions. Experimental results demonstrate that the proposed ChoreoNet outperforms baseline methods (0.622 in terms of CAU BLEU score and 1.59 in terms of user study score). Zijie Ye, Haozhe Wu, Jia Jia 0001, Yaohua Bu, Wei Chen 0071 |
ACM Multimedia | 1 |
| 2019 | Causal Analysis of the Unsatisfying Experience in Realtime Mobile Multiplayer Games in the WildabstractThere are anecdotal evidences that realtime mobile multiplayer games (RMMGs), which require realtime interactions, suffer from unsatisfying experience in the wild. This paper presents thefirst measurement results of such experience based on 12 million real game sessions from a toptier RMMG. We observe that 13% of the game sessions suffer from at least one location resynchronization, and 7.12% have been aborted abnormally before the end of the game. This paper thus proposes ExCause, a general causal analysis framework to systematically analyze historical game session records to 1) obtain context factors that cause unsatisfying RMMG experience, and 2) recommend adjustments with quantified expectation of QoE improvement, by applying the potential outcome framework. The recommendations suggested by ExCause can reduce the number of location resynchronization by 95.1%, from 1.323 to 0.065 on average. Furthermore, ExCause enables us to rectify some misperceptions from previous correlation-based studies. Yuan Meng 0002, Shenglin Zhang, Zijie Ye, Benliang Wang, Yongqian Sun, Qitong Liu, Dan Pei |
ICME | 3 |
| 2019 | Dynamic TCP Initial Windows and Congestion Control Schemes Through Reinforcement LearningabstractDespite many years of improvements to it, TCP still suffers from an unsatisfactory performance. For services dominated by short flows (e.g., web search and e-commerce), TCP suffers from the flow startup problem and cannot fully utilize the available bandwidth in the modern Internet: TCP starts from a conservative and static initial window (IW, 2-4 or 10), while most of the web flows are too short to converge to the best sending rate before the session ends. For services dominated by long flows (e.g., video streaming and file downloading), the congestion control (CC) scheme manually and statically configured might not offer the best performance for the latest network conditions. To address these two challenges, we propose TCP-RL, which uses reinforcement learning (RL) techniques to dynamically configure IW and CC in order to improve the performance of TCP flow transmission. Basing on the latest network conditions observed at the server side of a web service, TCP-RL dynamically configures a suitable IW for short flows through group-based RL, and dynamically configures a suitable CC scheme for long flows through deep RL. Our extensive experiments show that for short flows, TCP-RL can reduce the average transmission time by about 23%; and for long flows, compared with the performance of 14 CC schemes, TCP-RL's performance ranks top 5 for about 85% of the 288 given static network conditions, whereas for about 90% of conditions, its performance drops by less than 12% compared with that of the best-performing CC schemes for the same network conditions. Xiaohui Nie, Youjian Zhao, Zhihan Li 0002, Guo Chen 0001, Kaixin Sui, Zijie Ye, Dan Pei |
IEEE J. Sel. Areas Commun. | 7 |