EDBT 2026 Demo / reviewers in the wild / expert
Xiangjun Tang
dblp:255/6808
· DBLP profile ↗
17ranked-venue papers
3as first author
13since 2021 · last 2026
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 15 · 3 first-author · 12 since 2021Artificial intelligence and machine learning · 2 · 2 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 2 since 2021Applied, interdisciplinary, general and emerging computing · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Research on improved fast-RCNN target detection algorithm based on Kolmogorov-Arnold network
Xiangjun Tang, Guoquan Ren, Dinghai Wu |
Appl. Intell. | 2 |
| 2025 | V2M4: 4D Mesh Animation Reconstruction from a Single Monocular VideoabstractWe present V2M4, a novel 4D reconstruction method that directly generates a usable 4D mesh animation asset from a single monocular video. Unlike existing approaches that rely on priors from multi-view image and video generation models, our method is based on native 3D mesh generation models. Naively applying 3D mesh generation models to generate a mesh for each frame in a 4D task can lead to issues such as incorrect mesh poses, misalignment of mesh appearance, and inconsistencies in mesh geometry and texture maps. To address these problems, we propose a structured workflow that includes camera search and mesh reposing, condition embedding optimization for mesh appearance refinement, pairwise mesh registration for topology consistency, and global texture map optimization for texture consistency. Our method outputs high-quality 4D animated assets that are compatible with mainstream graphics and game software. Experimental results across a variety of animation types and motion amplitudes demonstrate the generalization and effectiveness of our method. Project page: https://windvchen.github.io/V2M4/. Jianqi Chen, Biao Zhang 0005, Xiangjun Tang, Peter Wonka |
ICCV | 3 |
| 2025 | LegoACE: Autoregressive Construction Engine for Expressive LEGO® AssembliesabstractAutomated LEGO® design is challenging due to the extensive variety of LEGO® brick types and the necessity of constructing semantically meaningful models from individually meaningless components. Current automatic LEGO® generation methods face two key challenges: i) They typically rely on explicit modeling of brick connectivity to ensure structural validity. However, this requires extensive manual annotation, which is labor-intensive as the variety of LEGO® primitives increases. This limits training data diversity, restricting the variety of LEGO® bricks that can be effectively utilized. ii) To facilitate learning within neural networks, current methods often employ either volume or text-based descriptions to represent LEGO® models. However, volumetric representations are computationally expensive and hamper large-scale generative training, while text-based approaches rely on large language models and dedicated text-to-brick mapping rules, introducing a semantic gap between language tokens and 3D brick structures. Hao Xu 0049, Yuqing Zhang 0005, Xinyang Zheng, Xiangjun Tang, Yunhan Yang, Ding Liang, Yingtian Liu, Yan-Pei Cao 0001, Xiaogang Jin 0001 |
SIGGRAPH Asia | 6 |
| 2025 | 3DPortraitGAN: Learning One-Quarter Headshot 3D GANs From a Single-View Portrait Dataset With Diverse Body Posesabstract3D-aware face generators are typically trained on 2D real-life face image datasets that primarily consist of near-frontal face data. Due to data limitations, these generators cannot generateone-quarter headshot3D portraits with head, neck, and shoulder geometry, which is crucial for applications like talking heads. Two reasons account for this issue: First, existing facial recognition methods struggle with extracting facial data captured from large camera angles or back views. Second, it is challenging to learn a distribution of 3D portraits covering the one-quarter headshot region from single-view data due to significant geometric deformation caused by diverse body poses. To this end, we first create the dataset360°-Portrait-HQ(360°PHQfor short) which consists of high-quality single-view real portraits annotated with a variety of camera parameters (the yaw angles span the entire 360° range) and body poses. We then propose3DPortraitGAN, the first 3D-aware one-quarter headshot portrait generator that learns a canonical 3D avatar distribution from the360°PHQ dataset with body pose self-learning. Our model can generate view-consistent portrait images from all camera angles with a canonical one-quarter headshot 3D representation. Our experiments show that the proposed framework can accurately predict portrait body poses and generate view-consistent, realistic portrait images with complete geometry from all camera angles. Hao Xu 0049, Xiangjun Tang, Yue Shangguan, Hongbo Fu 0001, Xiaogang Jin 0001 |
IEEE Trans. Circuits Syst. Video Technol. | 3 |
| 2025 | RL-ACD: Reinforcement Learning-based Approximate Convex DecompositionabstractApproximate Convex Decomposition (ACD) aims to approximate complex 3D shapes with convex components, which is widely applied to create compact collision representations for real-time applications, including VR/AR, interactive games, and robotic simulations. Efficiency and optimality are critical for ACD algorithms in approximating large-scale, complex 3D shapes, enabling high-quality decompositions with minimal components. Unfortunately, existing methods either employ sub-optimal greedy strategies or rely on computationally intensive multi-step searches. In this work, we propose RL-ACD, a data-driven, reinforcement learning-based approach for efficient and near-optimal convex shape decomposition. We formulate ACD as a Markov Decision Process (MDP), where cutting planes are iteratively applied based on the current stage's mesh fragments rather than the entire fine-grained mesh, leading to a novel, efficient geometric encoding. To train near-optimal policies for ACD, we propose a novel dual-state Bellman loss and analyze its convergence using a Q-learning algorithm. Comprehensive evaluations across diverse datasets validate the efficiency and accuracy of RL-ACD for convex decomposition tasks. Our method outperforms the multi-step tree search by 15× in terms of computational speed, while reducing the number of resulting components by 16% compared to the current state-of-the-art greedy algorithms, significantly narrowing the sub-optimality gap and enhancing downstream task performance. Yuzhe Luo, Zherong Pan, Kui Wu 0003, Xingyi Du, Xiangjun Tang, Xiaogang Jin 0001, Xifeng Gao |
ACM Trans. Graph. | 6 |
| 2024 | Decoupling Contact for Fine-Grained Motion Style TransferabstractMotion style transfer changes the style of a motion while retaining its content and is useful in computer animations and games. Contact is an essential component of motion style transfer that should be controlled explicitly in order to express the style vividly while enhancing motion naturalness and quality. However, it is unknown how to decouple and control contact to achieve fine-grained control in motion style transfer. In this paper, we present a novel style transfer method for fine-grained control over contacts while achieving both motion naturalness and spatial-temporal variations of style. Based on our empirical evidence, we propose controlling contact indirectly through the hip velocity, which can be further decomposed into the trajectory and contact timing, respectively. To this end, we propose a new model that explicitly models the correlations between motions and trajectory/contact timing/style, allowing us to decouple and control each separately. Our approach is built around a motion manifold, where hip controls can be easily integrated into a Transformer-based decoder. It is versatile in that it can generate motions directly as well as be used as post-processing for existing methods to improve quality and contact controllability. In addition, we propose a new metric that measures a correlation pattern of motions based on our empirical evidence, aligning well with human perception in terms of motion naturalness. Based on extensive evaluation, our method outperforms existing methods in terms of style expressivity and motion quality. Xiangjun Tang, Linjun Wu, He Wang 0002, Bo Hu 0051, Songnan Li, Yuchen Liao, Qilong Kou, Xiaogang Jin 0001 |
SIGGRAPH Asia | 1 |
| 2024 | Portrait3D: Text-Guided High-Quality 3D Portrait Generation Using Pyramid Representation and GANs PriorabstractExisting neural rendering-based text-to-3D-portrait generation methods typically make use of human geometry prior and diffusion models to obtain guidance. However, relying solely on geometry information introduces issues such as the Janus problem, over-saturation, and over-smoothing. We present Portrait3D , a novel neural rendering-based framework with a novel joint geometry-appearance prior to achieve text-to-3D-portrait generation that overcomes the aforementioned issues. To accomplish this, we train a 3D portrait generator, 3DPortraitGAN, as a robust prior. This generator is capable of producing 360° canonical 3D portraits, serving as a starting point for the subsequent diffusion-based generation process. To mitigate the "grid-like" artifact caused by the high-frequency information in the feature-map-based 3D representation commonly used by most 3D-aware GANs, we integrate a novel pyramid tri-grid 3D representation into 3DPortraitGAN. To generate 3D portraits from text, we first project a randomly generated image aligned with the given prompt into the pre-trained 3DPortraitGAN's latent space. The resulting latent code is then used to synthesize a pyramid tri-grid. Beginning with the obtained pyramid tri-grid , we use score distillation sampling to distill the diffusion model's knowledge into the pyramid tri-grid. Following that, we utilize the diffusion model to refine the rendered images of the 3D portrait and then use these refined images as training data to further optimize the pyramid tri-grid , effectively eliminating issues with unrealistic color and unnatural artifacts. Our experimental results show that Portrait3D can produce realistic, high-quality, and canonical 3D portraits that align with the prompt. Hao Xu 0049, Xiangjun Tang, Xien Chen, Siyu Tang 0001, Zhebin Zhang, Chen Li 0062, Xiaogang Jin 0001 |
ACM Trans. Graph. | 3 |
| 2024 | StyleTex: Style Image-Guided Texture Generation for 3D ModelsabstractStyle-guided texture generation aims to generate a texture that is harmonious with both the style of the reference image and the geometry of the input mesh, given a reference style image and a 3D mesh with its text description. Although diffusion-based 3D texture generation methods, such as distillation sampling, have numerous promising applications in stylized games and films, it requires addressing two challenges: 1) decouple style and content completely from the reference image for 3D models, and 2) align the generated texture with the color tone, style of the reference image, and the given text prompt. To this end, we introduce StyleTex, an innovative diffusion-model-based framework for creating stylized textures for 3D models. Our key insight is to decouple style information from the reference image while disregarding content in diffusion-based distillation sampling. Specifically, given a reference image, we first decompose its style feature from the image CLIP embedding by subtracting the embedding's orthogonal projection in the direction of the content feature, which is represented by a text CLIP embedding. Our novel approach to disentangling the reference image's style and content information allows us to generate distinct style and content features. We then inject the style feature into the cross-attention mechanism to incorporate it into the generation process, while utilizing the content feature as a negative prompt to further dissociate content information. Finally, we incorporate these strategies into StyleTex to obtain stylized textures. We utilize Interval Score Matching to address over-smoothness and over-saturation, in combination with a geometry-aware ControlNet that ensures consistent geometry throughout the generative process. The resulting textures generated by StyleTex retain the style of the reference image, while also aligning with the text prompts and intrinsic details of the given 3D mesh. Quantitative and qualitative experiments show that our method outperforms existing baseline methods by a significant margin. Zhiyu Xie 0004, Yuqing Zhang 0005, Xiangjun Tang, Dehan Chen, Gongsheng Li, Xiaogang Jin 0001 |
ACM Trans. Graph. | 3 |
| 2024 | FusionDeformer: text-guided mesh deformation using diffusion models
Hao Xu 0049, Xiangjun Tang, Jing Zhang 0038, Zhebin Zhang, Chen Li 0062, Xiaogang Jin 0001 |
Vis. Comput. | 3 |
| 2024 | Publisher Correction: FusionDeformer: text-guided mesh deformation using diffusion models
Hao Xu 0049, Xiangjun Tang, Jing Zhang 0038, Zhebin Zhang, Chen Li 0062, Xiaogang Jin 0001 |
Vis. Comput. | 3 |
| 2022 | Real-time controllable motion transition for charactersabstractReal-time in-between motion generation is universally required in games and highly desirable in existing animation pipelines. Its core challenge lies in the need to satisfy three critical conditions simultaneously: quality, controllability and speed , which renders any methods that need offline computation (or post-processing) or cannot incorporate (often unpredictable) user control undesirable. To this end, we propose a new real-time transition method to address the aforementioned challenges. Our approach consists of two key components: motion manifold and conditional transitioning. The former learns the important low-level motion features and their dynamics; while the latter synthesizes transitions conditioned on a target frame and the desired transition duration. We first learn a motion manifold that explicitly models the intrinsic transition stochasticity in human motions via a multi-modal mapping mechanism. Then, during generation, we design a transition model which is essentially a sampling strategy to sample from the learned manifold, based on the target frame and the aimed transition duration. We validate our method on different datasets in tasks where no post-processing or offline computation is allowed. Through exhaustive evaluation and comparison, we show that our method is able to generate high-quality motions measured under multiple metrics. Our method is also robust under various target frames (with extreme cases). Xiangjun Tang, He Wang 0002, Bo Hu 0051, Ruifan Yi, Qilong Kou, Xiaogang Jin 0001 |
ACM Trans. Graph. | 1 |
| 2021 | Parametric Reshaping of Portraits in VideosabstractSharing short personalized videos to various social media networks has become quite popular in recent years. This raises the need for digital retouching of portraits in videos. However, applying portrait image editing directly on portrait video frames cannot generate smooth and stable video sequences. To this end, we present a robust and easy-to-use parametric method to reshape the portrait in a video to produce smooth retouched results. Given an input portrait video, our method consists of two main stages: stabilized face reconstruction, and continuous video reshaping. In the first stage, we start by estimating face rigid pose transformations across video frames. Then we jointly optimize multiple frames to reconstruct an accurate face identity, followed by recovering face expressions over the entire video. In the second stage, we first reshape the reconstructed 3D face using a parametric reshaping model reflecting the weight change of the face, and then utilize the reshaped 3D face to guide the warping of video frames. We develop a novel signed distance function based dense mapping method for the warping between face contours before and after reshaping, resulting in stable warped video frames with minimum distortions. In addition, we use the 3D structure of the face to correct the dense mapping to achieve temporal consistency. We generate the final result by minimizing the background distortion through optimizing a content-aware warping mesh. Extensive experiments show that our method is able to create visually pleasing results by adjusting a simple reshaping parameter, which facilitates portrait video editing for social media and visual effects. Xiangjun Tang, Wenxin Sun, Xiaogang Jin 0001 |
ACM Multimedia | 1 |
| 2021 | Efficient real-time dynamic diffuse global illumination using signed distance fields
Jinkai Hu, Milo K. Yip, Guillermo Elias Alonso, Shihao Gu, Xiangjun Tang, Xiaogang Jin 0001 |
Vis. Comput. | 5 |
| 2020 | Deep Shapely PortraitsabstractWe present deep shapely portraits, a novel method based on deep learning, to automatically reshape an input portrait to be better proportioned and more shapely while keeping personal facial characteristics. Different from existing methods that may suffer from irrational face artifacts when dealing with portraits with large pose variations or reshaping adjustments, we utilize dense 3D face information and constraints instead of sparse facial landmarks based on 3D morphable models, resulting in better reshaped faces lying in rational face space. To this end, we first estimate the best shapely degree for the input portrait using a convolutional neural network (CNN) trained on our newly developed ShapeFaceNet dataset. Then the best shapely degree is used as the control parameter to reshape the 3D face reconstructed from the input portrait image. After that, we render the reshaped 3D face back to 2D and generate a seamless portrait image using a fast image warping optimization. Our work can deal with pose and expression free (PE-Free) portrait images and generate plausible shapely faces without noticeable artifacts, which cannot be achieved by prior work. We validate the effectiveness, efficiency, and robustness of the proposed method by extensive experiments and user studies. Qinjie Xiao, Xiangjun Tang, Leyang Jin 0002, Xiaogang Jin 0001 |
ACM Multimedia | 2 |
| 2020 | Cover ImageabstractThe cover image is based on the Original Article Sketch-based Shape-constrained Fireworks Simulation in Head Mounted Virtual Reality by Xiaogang Jin et al., https://doi.org/10.1002/cav.1920. Xiaoyu Cui, Ruifan Cai, Xiangjun Tang, Zhigang Deng 0001, Xiaogang Jin 0001 |
Comput. Animat. Virtual Worlds | 3 |
| 2020 | Sketch-based shape-constrained fireworks simulation in head-mounted virtual realityabstractAbstract In this paper we present a novel shape‐constrained fireworks simulation method with rich textures in an HMD (Helmet Mounted Display) virtual environment using sketched feature lines as input. Our approach first retrieves an object from a three‐dimensional (3D) model database using a sketch‐based 3D shape retrieval algorithm. Then, in order to approximate models with complex structures, we introduce a novel point sampling algorithm based on Gaussian curvatures, which stores not only the positions of the selected vertices but also the texture (UV) coordinates information for texture display. In addition, we introduce a multilevel explosion process so that the fireworks can dynamically form specific, visually pleasing shapes. Through our experiments, we demonstrate that our approach can produce better results than state‐of‐the‐art approaches. Xiaoyu Cui, Ruifan Cai, Xiangjun Tang, Zhigang Deng 0001, Xiaogang Jin 0001 |
Comput. Animat. Virtual Worlds | 3 |
| 2019 | kmcEx: memory-frugal and retrieval-efficient encoding of counted k-mersabstractMOTIVATION: K-mers along with their frequency have served as an elementary building block for error correction, repeat detection, multiple sequence alignment, genome assembly, etc., attracting intensive studies in k-mer counting. However, the output of k-mer counters itself is large; very often, it is too large to fit into main memory, leading to highly narrowed usability. RESULTS: We introduce a novel idea of encoding k-mers as well as their frequency, achieving good memory saving and retrieval efficiency. Specifically, we propose a Bloom filter-like data structure to encode counted k-mers by coupled-bit arrays-one for k-mer representation and the other for frequency encoding. Experiments on five real datasets show that the average memory-saving ratio on all 31-mers is as high as 13.81 as compared with raw input, with 7 hash functions. At the same time, the retrieval time complexity is well controlled (effectively constant), and the false-positive rate is decreased by two orders of magnitude. AVAILABILITY AND IMPLEMENTATION: The source codes of our algorithm are available at github.com/lzhLab/kmcEx. SUPPLEMENTARY INFORMATION: Supplementary data are available at Bioinformatics online. Yiqi Wang 0009, Pingji Deng, Bertil Schmidt, Xiangjun Tang, Ningjiang Chen, Limsoon Wong |
Bioinform. | 6 |