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Anastasia Ianina

dblp:246/4984 · DBLP profile ↗
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5ranked-venue papers
1as first author
5since 2021 · last 2025
0000-0002-6822-2801ORCID · corroborated

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

Artificial intelligence and machine learning · 3 · 1 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author · 3 since 2021Databases, data management, data science and information retrieval · 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
Rendering · 58% Geometric modeling and processing · 35% Computer animation and physical simulation · 7%
Artificial intelligence
2 papers
3D vision · 56% Face, body and person analysis · 28% Vision and language · 8%

Topics — the 9 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › gaussian splatting
3d gaussian splatting
0.912025
DGH: Dynamic Gaussian Hair · NeurIPS 2025
Rendering
differentiable rendering
0.912025
DGH: Dynamic Gaussian Hair · NeurIPS 2025
Geometric modeling and processing › shape modeling
human modeling
0.912025
DGH: Dynamic Gaussian Hair · NeurIPS 2025
Computer vision › 3D vision
3d human reconstruction
0.612022
BodyMap: Learning Full-Body Dense Correspondence Map · CVPR 2022
Computer vision › 3D vision › correspondence estimation
dense correspondence
0.612022
BodyMap: Learning Full-Body Dense Correspondence Map · CVPR 2022
Computer vision › Face, body and person analysis › human pose analysis
human pose and shape
0.612022
BodyMap: Learning Full-Body Dense Correspondence Map · CVPR 2022
Geometric modeling and processing › shape modeling › human modeling
human avatar modeling
0.512021
StylePeople: A Generative Model of Fullbody Human Avatars · CVPR 2021
Rendering › neural rendering
neural texture
0.512021
StylePeople: A Generative Model of Fullbody Human Avatars · CVPR 2021
Computer animation and physical simulation › deformable body simulation
hair simulation
0.312025
DGH: Dynamic Gaussian Hair · NeurIPS 2025

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

parametric mesh-based body model · 1.0neural texture · 1.0backpropagation · 1.0strand-guided optimization · 0.93d gaussian representation · 0.9vision transformer · 0.6neural rendering · 0.6dense correspondence map · 0.6
YearPublicationVenuePosition
2025 DGH: Dynamic Gaussian Hair
abstract
The creation of photorealistic dynamic hair remains a major challenge in digital human modeling because of the complex motions, occlusions, and light scattering. Existing methods often resort to static capture and physics-based models that do not scale as they require manual parameter fine-tuning to handle the diversity of hairstyles and motions, and heavy computation to obtain high-quality appearance. In this paper, we present Dynamic Gaussian Hair (DGH), a novel framework that efficiently learns hair dynamics and appearance. We propose: (1) a coarse-to-fine model that learns temporally coherent hair motion dynamics across diverse hairstyles; (2) a strand-guided optimization module that learns a dynamic 3D Gaussian representation for hair appearance with support for differentiable rendering, enabling gradient-based learning of view-consistent appearance under motion. Unlike prior simulation-based pipelines, our approach is fully data-driven, scales with training data, and generalizes across various hairstyles and head motion sequences. Additionally, DGH can be seamlessly integrated into a 3D Gaussian avatar framework, enabling realistic, animatable hair for high-fidelity avatar representation. DGH achieves promising geometry and appearance results, providing a scalable, data-driven alternative to physics-based simulation and rendering.
Yuanlu Xu, Edith Tretschk, Anastasia Ianina, Aljaz Bozic, Ulrich Neumann, Tony Tung
NeurIPS5
2022 BodyMap: Learning Full-Body Dense Correspondence Map
abstract
Dense correspondence between humans carries powerful semantic information that can be utilized to solve fundamental problems for full-body understanding such as in-the-wild surface matching, tracking and reconstruction. In this paper we present BodyMap, a new framework for obtaining high-definition full-body and continuous dense correspondence between in-the-wild images of clothed humans and the surface of a 3D template model. The correspondences cover fine details such as hands and hair, while capturing regions far from the body surface, such as loose clothing. Prior methods for estimating such dense surface correspondence i) cut a 3D body into parts which are unwrapped to a 2D UV space, producing discontinuities along part seams, or ii) use a single surface for representing the whole body, but none handled body details. Here, we introduce a novel network architecture with Vision Transformers that learn fine-level features on a continuous body surface. BodyMap outperforms prior work on various metrics and datasets, including DensePose-COCO by a large margin. Furthermore, we show various applications ranging from multi-layer dense cloth correspondence, neural rendering with novel-view synthesis and appearance swapping.
Anastasia Ianina, Nikolaos Sarafianos, Yuanlu Xu, Ignacio Rocco, Tony Tung
CVPR1
2022 Multiobjective Evaluation of Reinforcement Learning Based Recommender Systems
abstract
Movielens dataset has become a default choice for recommender systems evaluation. In this paper we analyze the best strategies of a Reinforcement Learning agent on Movielens (1M) dataset studying the balance between precision and diversity of recommendations. We found that trivial strategies are able to maximize ranking quality criteria, but useless for users of the recommendation system due to the lack of diversity in final predictions. Our proposed method stimulates the agent to explore the environment using the stochasticity of Ornstein-Uhlenbeck processes. Experiments show that optimization of the Ornstein-Uhlenbeck process drift coefficient improves the diversity of recommendations while maintaining high nDCG and HR criteria. To the best of our knowledge, the analysis of agent strategies in recommendation environments has not been studied excessively in previous works.
Alexey Grishanov, Anastasia Ianina, Konstantin V. Vorontsov
RecSys2
2021 StylePeople: A Generative Model of Fullbody Human Avatars
abstract
We propose a new type of full-body human avatars, which combines parametric mesh-based body model with a neural texture. We show that with the help of neural textures, such avatars can successfully model clothing and hair, which usually poses a problem for mesh-based approaches. We also show how these avatars can be created from multiple frames of a video using backpropagation. We then propose a generative model for such avatars that can be trained from datasets of images and videos of people. The generative model allows us to sample random avatars as well as to create dressed avatars of people from one or few images. The code for the project is available at saic-violet.github.io/style-people.
Artur Grigorev 0002, Karim Iskakov, Anastasia Ianina, Renat Bashirov, Ilya Zakharkin, Alexander Vakhitov, Victor S. Lempitsky
CVPR3
2021 Real-time RGBD-based Extended Body Pose Estimation
abstract
We present a system for real-time RGBD-based estimation of 3D human pose. We use parametric 3D deformable human mesh model (SMPL-X) as a representation and focus on the real-time estimation of parameters for the body pose, hands pose and facial expression from Kinect Azure RGB-D camera. We train estimators of body pose and facial expression parameters. Both estimators use previously published landmark extractors as input and custom annotated datasets for supervision, while hand pose is estimated directly by a previously published method. We combine the predictions of those estimators into a temporally-smooth human pose. We train the facial expression extractor on a large talking face dataset, which we annotate with facial expression parameters. For the body pose we collect and annotate a dataset of 56 people captured from a rig of 5 Kinect Azure RGB-D cameras and use it together with a large motion capture AMASS dataset. Our RGB-D body pose model outperforms the state-of-the-art RGB-only methods and works on the same level of accuracy compared to a slower RGB-D optimization-based solution. The combined system runs at 25 FPS on a server with a single GPU. The code will be available at saic-violet.github.io/rgbd-kinect-pose.
Renat Bashirov, Anastasia Ianina, Karim Iskakov, Yevgeniy Kononenko, Valeriya Strizhkova, Victor S. Lempitsky, Alexander Vakhitov
WACV2