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Qixin Deng

dblp:246/5466 · DBLP profile ↗
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4ranked-venue papers
2as first author
4since 2021 · last 2026
0000-0003-1493-3939ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 2 first-author · 4 since 2021Artificial intelligence and machine learning · 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
Geometric modeling and processing · 88% Computer animation and physical simulation · 12%
Artificial intelligence
1 paper
3D vision · 67% Face, body and person analysis · 33%

Topics — the 10 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing › mesh generation
hex-dominant meshing
1.012026
Structure-Informed Hex-Dominant Mesh Simplification · IEEE Trans. Vis. Comput. Graph. 2026
Geometric modeling and processing
mesh generation
1.012026
Structure-Informed Hex-Dominant Mesh Simplification · IEEE Trans. Vis. Comput. Graph. 2026
Geometric modeling and processing › mesh processing
mesh simplification
1.012026
Structure-Informed Hex-Dominant Mesh Simplification · IEEE Trans. Vis. Comput. Graph. 2026
Computer vision › 3D vision
3d face reconstruction
0.612022
End-to-End 3D Face Reconstruction with Expressions and Specular Albedos from Single In-the-wild Images · ACM Multimedia 2022
Computer vision › Face, body and person analysis
face modeling
0.612022
End-to-End 3D Face Reconstruction with Expressions and Specular Albedos from Single In-the-wild Images · ACM Multimedia 2022
Computer vision › 3D vision › 3d face reconstruction
single-image 3d face reconstruction
0.612022
End-to-End 3D Face Reconstruction with Expressions and Specular Albedos from Single In-the-wild Images · ACM Multimedia 2022
Geometric modeling and processing
3d face modeling
0.612022
Plausible 3D Face Wrinkle Generation Using Variational Autoencoders · IEEE Trans. Vis. Comput. Graph. 2022
Computer animation and physical simulation
facial animation
0.612022
Plausible 3D Face Wrinkle Generation Using Variational Autoencoders · IEEE Trans. Vis. Comput. Graph. 2022
Geometric modeling and processing › mesh processing › mesh optimization
mesh quality improvement
0.312026
Structure-Informed Hex-Dominant Mesh Simplification · IEEE Trans. Vis. Comput. Graph. 2026
Geometric modeling and processing › mesh processing
mesh smoothing
0.312026
Structure-Informed Hex-Dominant Mesh Simplification · IEEE Trans. Vis. Comput. Graph. 2026

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

sub-structure decomposition · 1.0relation graph · 1.0edge collapse · 1.0variational autoencoder · 0.6sampling and interpolation · 0.6hybrid loss function · 0.6convolutional neural network · 0.6
YearPublicationVenuePosition
2026 Structure-Informed Hex-Dominant Mesh Simplification
abstract
Hex-dominant mesh generation has recently received increasing attention from researchers and the simulation community due to its robustness compared to pure hex-mesh generation techniques. In this work, we present a first structure-informed simplification framework, aiming to reduce the number of non-hex cells from the hex-dominant meshes. Our framework extracts individual sub-structures via parallel relations from the input hex-dominant mesh, decomposes self-tangent and self-intersecting sub-structures for structure complexity control, and collapses certain sets of edges that are adjacent to particular non-hex cells to remove them. We design a filtering and ranking strategy to select edges and sub-structures for collapsing. To better understand the complexity of sub-structure configurations, we introduced a novel relation graph that captures the connections between edges and between edges and sub-structures. Additionally, we designed a smoothing algorithm for hex-dominant meshes that enhances hex cell quality, even in meshes containing various cell types. We evaluate the effectiveness of our framework by applying it to many hex-dominant meshes produced by three state-of-the-art hex-dominant meshing techniques. Our results achieve various levels of reduction in the number of non-hex cells of the input meshes, affirming the applicability of our framework for improving the hex-dominant meshes.
Lei Si 0001, Qixin Deng, Aobo Jin, Guoning Chen
IEEE Trans. Vis. Comput. Graph.2
2022 S2M-Net: Speech Driven Three-party Conversational Motion Synthesis Networks
abstract
In this paper we propose a novel conditional generative adversarial network (cGAN) architecture, called S2M-Net, to holistically synthesize realistic three-party conversational animations based on acoustic speech input together with speaker marking (i.e., the speaking time of each interlocutor). Specifically, based on a pre-collected three-party conversational motion dataset, we design and train the S2M-Net for three-party conversational animation synthesis. In the architecture, a generator contains a LSTM encoder to encode a sequence of acoustic speech features to a latent vector that is further fed into a transform unit to transform the latent vector into a gesture kinematics space. Then, the output of this transform unit is fed into a LSTM decoder to generate corresponding three-party conversational gesture kinematics. Meanwhile, a discriminator is implemented to check whether an input sequence of three-party conversational gesture kinematics is real or fake. To evaluate our method, besides quantitative and qualitative evaluations, we also conducted paired comparison user studies to compare it with the state of the art.
Aobo Jin, Qixin Deng, Zhigang Deng 0001
MIG2
2022 End-to-End 3D Face Reconstruction with Expressions and Specular Albedos from Single In-the-wild Images
abstract
Recovering 3D face models from in-the-wild face images has numerous potential applications. However, properly modeling complex lighting effects in reality, including specular lighting, shadows, and occlusions, from a single in-the-wild face image is still considered as a widely open research challenge. In this paper, we propose a convolutional neural network based framework to regress the face model from a single image in the wild. The outputted face model includes dense 3D shape, head pose, expression, diffuse albedo, specular albedo, and the corresponding lighting conditions. Our approach uses novel hybrid loss functions to disentangle face shape identities, expressions, poses, albedos, and lighting. Besides a carefully-designed ablation study, we also conduct direct comparison experiments to show that our method can outperform state-of-art methods both quantitatively and qualitatively.
Qixin Deng, Binh Huy Le, Aobo Jin, Zhigang Deng 0001
ACM Multimedia1
2022 Plausible 3D Face Wrinkle Generation Using Variational Autoencoders
abstract
Realistic 3D facial modeling and animation have been increasingly used in many graphics, animation, and virtual reality applications. However, generating realistic fine-scale wrinkles on 3D faces, in particular, on animated 3D faces, is still a challenging problem that is far away from being resolved. In this article we propose an end-to-end system to automatically augment coarse-scale 3D faces with synthesized fine-scale geometric wrinkles. By formulating the wrinkle generation problem as a supervised generation task, we implicitly model the continuous space of face wrinkles via a compact generative model, such that plausible face wrinkles can be generated through effective sampling and interpolation in the space. We also introduce a complete pipeline to transfer the synthesized wrinkles between faces with different shapes and topologies. Through many experiments, we demonstrate our method can robustly synthesize plausible fine-scale wrinkles on a variety of coarse-scale 3D faces with different shapes and expressions.
Qixin Deng, Luming Ma, Aobo Jin, Huikun Bi, Binh Huy Le, Zhigang Deng 0001
IEEE Trans. Vis. Comput. Graph.1