Demo Data from EDBT 2026 / reviewers in the wild / expert
Anastasia Ianina
dblp:246/4984
· DBLP profile ↗
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
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering › gaussian splatting
3d gaussian splatting |
0.9 | 1 | 2025 | DGH: Dynamic Gaussian Hair · NeurIPS 2025 |
Rendering
differentiable rendering |
0.9 | 1 | 2025 | DGH: Dynamic Gaussian Hair · NeurIPS 2025 |
Geometric modeling and processing › shape modeling
human modeling |
0.9 | 1 | 2025 | DGH: Dynamic Gaussian Hair · NeurIPS 2025 |
Computer vision › 3D vision
3d human reconstruction |
0.6 | 1 | 2022 | BodyMap: Learning Full-Body Dense Correspondence Map · CVPR 2022 |
Computer vision › 3D vision › correspondence estimation
dense correspondence |
0.6 | 1 | 2022 | BodyMap: Learning Full-Body Dense Correspondence Map · CVPR 2022 |
Computer vision › Face, body and person analysis › human pose analysis
human pose and shape |
0.6 | 1 | 2022 | BodyMap: Learning Full-Body Dense Correspondence Map · CVPR 2022 |
Geometric modeling and processing › shape modeling › human modeling
human avatar modeling |
0.5 | 1 | 2021 | StylePeople: A Generative Model of Fullbody Human Avatars · CVPR 2021 |
Rendering › neural rendering
neural texture |
0.5 | 1 | 2021 | StylePeople: A Generative Model of Fullbody Human Avatars · CVPR 2021 |
Computer animation and physical simulation › deformable body simulation
hair simulation |
0.3 | 1 | 2025 | 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
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | DGH: Dynamic Gaussian HairabstractThe 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 |
NeurIPS | 5 |
| 2022 | BodyMap: Learning Full-Body Dense Correspondence MapabstractDense 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 |
CVPR | 1 |
| 2022 | Multiobjective Evaluation of Reinforcement Learning Based Recommender SystemsabstractMovielens 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 |
RecSys | 2 |
| 2021 | StylePeople: A Generative Model of Fullbody Human AvatarsabstractWe 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 |
CVPR | 3 |
| 2021 | Real-time RGBD-based Extended Body Pose EstimationabstractWe 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 |
WACV | 2 |