Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data.

Jingtan Piao

dblp:259/5183 · DBLP profile ↗
← Back
6ranked-venue papers
2as first author
5since 2021 · last 2025
—ORCID · none

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

Artificial intelligence and machine learning · 6 · 2 first-author · 5 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 2 first-author · 3 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.

Artificial intelligence
4 papers
Generative modeling · 45% 3D vision · 34% Language models and text generation · 15%
Computer graphics and multimedia
4 papers
Visual content generation and editing · 42% Rendering · 28% Computer animation and physical simulation · 26%

Topics — the 18 heaviest of 18, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
novel view synthesis
1.322023
RenderMe-360: A Large Digital Asset Library and Benchmarks Towards High-fidelity Head Avatars · NeurIPS 2023
High-fidelity 3D GAN Inversion by Pseudo-multi-view Optimization · CVPR 2023
Computer vision › 3D vision
3d face reconstruction
0.922021
Inverting Generative Adversarial Renderer for Face Reconstruction · CVPR 2021
Semi-Supervised Monocular 3D Face Reconstruction With End-to-End Shape-Preserved Domain Transfer · ICCV 2019
Computer vision › 3D vision › 3d face reconstruction
single-image 3d face reconstruction
0.922021
Inverting Generative Adversarial Renderer for Face Reconstruction · CVPR 2021
Semi-Supervised Monocular 3D Face Reconstruction With End-to-End Shape-Preserved Domain Transfer · ICCV 2019
Machine learning › Generative modeling › diffusion model › guided diffusion
classifier-free guidance
0.912025
Diffusion-NPO: Negative Preference Optimization for Better Preference Aligned Generation of Diffusion Models · ICLR 2025
Machine learning › Generative modeling
diffusion model
0.912025
Diffusion-NPO: Negative Preference Optimization for Better Preference Aligned Generation of Diffusion Models · ICLR 2025
Natural language and speech › Language models and text generation › alignment
preference alignment
0.912025
Diffusion-NPO: Negative Preference Optimization for Better Preference Aligned Generation of Diffusion Models · ICLR 2025
Visual content generation and editing
3D GAN inversion
0.712023
High-fidelity 3D GAN Inversion by Pseudo-multi-view Optimization · CVPR 2023
Computer animation and physical simulation
fluid simulation
0.712023
Simulating Fluids in Real-World Still Images · ICCV 2023
Visual content generation and editing › avatar generation
head avatar synthesis
0.712023
RenderMe-360: A Large Digital Asset Library and Benchmarks Towards High-fidelity Head Avatars · NeurIPS 2023
Visual content generation and editing
image animation
0.712023
Simulating Fluids in Real-World Still Images · ICCV 2023
Computer animation and physical simulation › fluid simulation › free-surface flow
surface fluid simulation
0.712023
Simulating Fluids in Real-World Still Images · ICCV 2023
Machine learning › Generative modeling
generative adversarial network
0.512021
Inverting Generative Adversarial Renderer for Face Reconstruction · CVPR 2021
Machine learning › Transfer learning and domain adaptation
cross-domain transfer
0.412019
Semi-Supervised Monocular 3D Face Reconstruction With End-to-End Shape-Preserved Domain Transfer · ICCV 2019
Machine learning › Generative modeling › generative adversarial network › cycle-consistent GAN
CycleGAN
0.412019
Semi-Supervised Monocular 3D Face Reconstruction With End-to-End Shape-Preserved Domain Transfer · ICCV 2019
Computer vision › 3D vision › 3d reconstruction › object reconstruction
3d head reconstruction
0.212023
RenderMe-360: A Large Digital Asset Library and Benchmarks Towards High-fidelity Head Avatars · NeurIPS 2023
Geometric modeling and processing › shape representation
mesh representation
0.212023
Simulating Fluids in Real-World Still Images · ICCV 2023
Visual content generation and editing
talking head generation
0.212023
RenderMe-360: A Large Digital Asset Library and Benchmarks Towards High-fidelity Head Avatars · NeurIPS 2023
Rendering
differentiable rendering
0.112021
Inverting Generative Adversarial Renderer for Face Reconstruction · CVPR 2021

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

generative adversarial network · 1.7multi-view capture · 1.3FLAME fitting · 1.3gradient-based optimization · 1.0differentiable rendering · 1.0preference optimization · 0.9monocular depth estimation · 0.7learnable network · 0.7latent optimization · 0.7lagrangian-eulerian method · 0.7semi-supervised learning · 0.4landmark consistency loss · 0.4
YearPublicationVenuePosition
2025 Diffusion-NPO: Negative Preference Optimization for Better Preference Aligned Generation of Diffusion Models
abstract
Diffusion models have made substantial advances in image generation, yet models trained on large, unfiltered datasets often yield outputs misaligned with human preferences. Numerous methods have already been proposed to fine-tune pre-trained diffusion models, achieving notable improvements in aligning generated outputs with human preferences. However, we point out that existing preference alignment methods neglect the critical role of handling unconditional/negative-conditional outputs, leading to a diminished capacity to avoid generating undesirable outcomes. This oversight limits the efficacy of classifier-free guidance (CFG), which relies on the contrast between conditional generation and unconditional/negative-conditional generation to optimize output quality. In response, we propose a straightforward but consistently effective approach that involves training a model specifically attuned to negative preferences. This method does not require new training strategies or datasets but rather involves minor modifications to existing techniques. Our approach integrates seamlessly with models such as SD15, SDXL, video diffusion models and models that have undergone preference optimization, consistently enhancing their ability to produce more human preferences aligned outputs.
Fu-Yun Wang, Yunhao Shui, Jingtan Piao, Keqiang Sun, Hongsheng Li 0001
ICLR3
2023 High-fidelity 3D GAN Inversion by Pseudo-multi-view Optimization
abstract
We present a high-fidelity 3D generative adversarial network (GAN) inversion framework that can synthesize photorealistic novel views while preserving specific details of the input image. High-fidelity 3D GAN inversion is inherently challenging due to the geometry-texture trade-off, where overfitting to a single view input image often damages the estimated geometry during the latent optimization. To solve this challenge, we propose a novel pipeline that builds on the pseudo-multi-view estimation with visibility analysis. We keep the original textures for the visible parts and utilize generative priors for the occluded parts. Extensive experiments show that our approach achieves advantageous reconstruction and novel view synthesis quality over prior work, even for images with out-of-distribution textures. The proposed pipeline also enables image attribute editing with the inverted latent code and 3D-aware texture modification. Our approach enables high-fidelity 3D rendering from a single image, which is promising for various applications of AI-generated 3D content. The source code is at https://github.com/jiaxinxie97/HFGI3D/.
Jiaxin Xie, Hao Ouyang, Jingtan Piao, Chenyang Lei, Qifeng Chen 0001
CVPR3
2023 Simulating Fluids in Real-World Still Images
abstract
In this work, we tackle the problem of real-world fluid animation from a still image. The key of our system is a surface-based layered representation, where the scene is decoupled into a surface fluid layer and an impervious background layer with corresponding transparencies to characterize the composition of the two layers. The animated video can be produced by warping only the surface fluid layer according to the estimation of fluid motions and recombining it with the background. In addition, we introduce surface-only fluid simulation, a 2.5D fluid calculation, as a replacement for motion estimation. Specifically, we leverage triangular mesh based on a monocular depth estimator to represent fluid surface layer and simulate the motion with the inspiration of classic physics theory of hybrid Lagrangian-Eulerian method, along with a learnable network so as to adapt to complex real-world image textures. Extensive experiments indicate our method’s competitive performance for common fluid scenes and better robustness and reasonability under complex transparent fluid scenarios. Moreover, as proposed surface-based layer representation and surface-only fluid simulation naturally disentangle the scene, interactive editing such as adding objects and texture replacing could be easily achieved with realistic results. Code, and dataset are publicly available.
Siming Fan, Jingtan Piao, Chen Qian 0006, Hongsheng Li 0001, Kwan-Yee Lin
ICCV2
2023 RenderMe-360: A Large Digital Asset Library and Benchmarks Towards High-fidelity Head Avatars
abstract
Synthesizing high-fidelity head avatars is a central problem for computer vision and graphics. While head avatar synthesis algorithms have advanced rapidly, the best ones still face great obstacles in real-world scenarios. One of the vital causes is the inadequate datasets -- 1) current public datasets can only support researchers to explore high-fidelity head avatars in one or two task directions; 2) these datasets usually contain digital head assets with limited data volume, and narrow distribution over different attributes, such as expressions, ages, and accessories. In this paper, we present RenderMe-360, a comprehensive 4D human head dataset to drive advance in head avatar algorithms across different scenarios. It contains massive data assets, with 243+ million complete head frames and over 800k video sequences from 500 different identities captured by multi-view cameras at 30 FPS. It is a large-scale digital library for head avatars with three key attributes: 1) High Fidelity: all subjects are captured in 360 degrees via 60 synchronized, high-resolution 2K cameras. 2) High Diversity: The collected subjects vary from different ages, eras, ethnicities, and cultures, providing abundant materials with distinctive styles in appearance and geometry. Moreover, each subject is asked to perform various dynamic motions, such as expressions and head rotations, which further extend the richness of assets. 3) Rich Annotations: the dataset provides annotations with different granularities: cameras' parameters, background matting, scan, 2D/3D facial landmarks, FLAME fitting, and text description. Based on the dataset, we build a comprehensive benchmark for head avatar research, with 16 state-of-the-art methods performed on five main tasks: novel view synthesis, novel expression synthesis, hair rendering, hair editing, and talking head generation. Our experiments uncover the strengths and flaws of state-of-the-art methods. RenderMe-360 opens the door for future exploration in modern head avatars. All of the data, code, and models will be publicly available at https://renderme-360.github.io/.
Dongwei Pan, Long Zhuo, Jingtan Piao, Huiwen Luo, Siming Fan, Shengqi Liu, Lei Yang 0045, Bo Dai 0002, Ziwei Liu 0002, Chen Change Loy, Chen Qian 0006, Wayne Wu, Dahua Lin, Kwan-Yee Lin
NeurIPS3
2021 Inverting Generative Adversarial Renderer for Face Reconstruction
abstract
Given a monocular face image as input, 3D face geometry reconstruction aims to recover a corresponding 3D face mesh. Recently, both optimization-based and learning-based face reconstruction methods have taken advantage of the emerging differentiable renderer and shown promising results. However, the differentiable renderer, mainly based on graphics rules, simplifies the realistic mechanism of the illumination, reflection, etc., of the real world, thus can-not produce realistic images. This brings a lot of domain-shift noise to the optimization or training process. In this work, we introduce a novel Generative Adversarial Renderer (GAR) and propose to tailor its inverted version to the general fitting pipeline, to tackle the above problem. Specifically, the carefully designed neural renderer takes a face normal map and a latent code representing other factors as inputs and renders a realistic face image. Since the GAR learns to model the complicated real-world image, in-stead of relying on the simplified graphics rules, it is capable of producing realistic images, which essentially inhibits the domain-shift noise in training and optimization. Equipped with the elaborated GAR, we further proposed a novel approach to predict 3D face parameters, in which we first obtain fine initial parameters via Renderer Inverting and then refine it with gradient-based optimizers. Extensive experiments have been conducted to demonstrate the effectiveness of the proposed generative adversarial renderer and the novel optimization-based face reconstruction framework. Our method achieves state-of-the-art performances on multiple face reconstruction datasets.
Jingtan Piao, Keqiang Sun, Kwan-Yee Lin, Hongsheng Li 0001
CVPR1
2019 Semi-Supervised Monocular 3D Face Reconstruction With End-to-End Shape-Preserved Domain Transfer
abstract
Monocular face reconstruction is a challenging task in computer vision, which aims to recover 3D face geometry from a single RGB face image. Recently, deep learning based methods have achieved great improvements on monocular face reconstruction. However, for deep learning-based methods to reach optimal performance, it is paramount to have large-scale training images with ground-truth 3D face geometry, which is generally difficult for human to annotate. To tackle this problem, we propose a semi-supervised monocular reconstruction method, which jointly optimizes a shape-preserved domain-transfer CycleGAN and a shape estimation network. The framework is semi-supervised trained with 3D rendered images with ground-truth shapes and in-the-wild face images without any extra annotation. The CycleGAN network transforms all realistic images to have the rendered style and is end-to-end trained within the overall framework. This is the key difference compared with existing CycleGAN-based learning methods, which just used CycleGAN as a separate training sample generator. Novel landmark consistency loss and edge-aware shape estimation loss are proposed for our two networks to jointly solve the challenging face reconstruction problem. Extensive experiments on public face reconstruction datasets demonstrate the effectiveness of our overall method as well as the individual components.
Jingtan Piao, Chen Qian 0006, Hongsheng Li 0001
ICCV1