EDBT 2026 Demo / reviewers in the wild / expert
Jingxiang Sun
dblp:261/3451
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15ranked-venue papers
4as first author
15since 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 · 13 · 3 first-author · 13 since 2021Artificial intelligence and machine learning · 9 · 3 first-author · 9 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | DetailGen3D: Generative 3D Geometry Enhancement via Data-Dependent FlowabstractModern 3D generation methods can rapidly create shapes from sparse or single views, but their outputs often lack geometric detail due to computational constraints. We present DetailGen3D, a generative approach specifically designed to enhance these generated 3D shapes. Our key insight is to model the coarse-to-fine transformation directly through data-dependent flows in latent space, avoiding the computational overhead of large-scale 3D generative models. We introduce a token matching strategy that ensures accurate spatial correspondence during refinement, enabling local detail synthesis while preserving global structure. By carefully designing our training data to match the characteristics of synthesized coarse shapes, our method can effectively enhance shapes produced by various 3D generation and reconstruction approaches, from single-view to sparse multi-view inputs. Extensive experiments demonstrate that DetailGen3D achieves high-fidelity geometric detail synthesis while maintaining efficiency in training. Our project page is https://detailgen3d.github.io/DetailGen3D/ Ken Deng, Jingxiang Sun, Zixin Zou, Yangguang Li 0001, Yan-Pei Cao 0001, Yebin Liu, Ding Liang |
3DV | 3 |
| 2026 | Parametric Gaussian Human Model: Generalizable Prior for Efficient and Realistic Human Avatar ModelingabstractPhotorealistic and animatable human avatars are a key enabler for virtual/augmented reality, telepresence, and digital entertainment. While recent advances in 3D Gaussian Splatting (3DGS) have greatly improved rendering quality and efficiency, existing methods still face fundamental challenges, including time-consuming per-subject optimization and poor generalization under sparse monocular inputs. In this work, we present the Parametric Gaussian Human Model (PGHM), a generalizable and efficient framework that integrates human priors into 3DGS for fast and high-fidelity avatar reconstruction from monocular videos. PGHM introduces two core components: (1) a UV-aligned latent identity map that compactly encodes subject-specific geometry and appearance into a learnable feature tensor; and (2) a disentangled Multi-Head U-Net that predicts Gaussian attributes by decomposing static, pose-dependent, and view-dependent components via conditioned decoders. This design enables robust rendering quality under challenging poses and viewpoints, while allowing efficient subject adaptation without requiring multiview capture or long optimization time. Experiments show that PGHM is significantly more efficient than optimization-from-scratch methods, requiring only approximately 20 minutes per subject to produce avatars with comparable visual quality, thereby demonstrating its practical applicability for real-world monocular avatar creation. Jingxiang Sun, Yushuo Chen 0001, Zhaoqi Su, Zhuo Su 0006, Yebin Liu |
3DV | 2 |
| 2026 | MoReMouse: Monocular Reconstruction of Laboratory Mouse
Jingxiang Sun, Zhongbin Zhang, Liang An 0001, Yebin Liu |
AAAI | 2 |
| 2024 | RAM-Avatar: Real-time Photo-Realistic Avatar from Monocular Videos with Full-body ControlabstractThis paper focuses on advancing the applicability of hu-man avatar learning methods by proposing RAM-Avatar, which learns a Real-time, photo-realistic Avatar that sup-ports full-body control from Monocular videos. To achieve this goal, RAM-Avatar leverages two statistical templates responsible for modeling the facial expression and hand gesture variations, while a sparsely computed dual attention module is introduced upon another body template to facilitate high-fidelity texture rendering for the torsos and limbs. Building on this foundation, we deploy a lightweight yet powerful StyleUnet along with a temporal-aware dis-criminator to achieve real-time realistic rendering. To en-able robust animation for out-of-distribution poses, we pro-pose a Motion Distribution Align module to compensate for the discrepancies between the training and testing motion distribution. Results and extensive experiments conducted in various experimental settings demonstrate the superior-ity of our proposed method, and a real-time live system is proposed to further push research into applications. The training and testing code will be released for research pur-poses. Zerong Zheng, Yuxiang Zhang 0006, Jingxiang Sun, Lizhen Wang 0002, Yebin Liu |
CVPR | 4 |
| 2024 | Control4D: Efficient 4D Portrait Editing With TextabstractWe introduce Control4D, an innovative framework for editing dynamic 4D portraits using text instructions. Our method addresses the prevalent challenges in 4D editing, notably the inefficiencies of existing 4D representations and the inconsistent editing effect caused by diffusion-based editors. We first propose GaussianPlanes, a novel 4D representation that makes Gaussian Splatting more structured by applying plane-based decomposition in 3D space and time. This enhances both efficiency and robustness in 4D editing. Furthermore, we propose to leverage a 4D generator to learn a more continuous generation space from inconsistent edited images produced by the diffusion-based editor, which effectively improves the consistency and quality of 4D editing. Comprehensive evaluation demonstrates the superiority of Control4D, including significantly reduced training time, high-quality rendering, and spatial-temporal consistency in 4D portrait editing. The link to our project website is: https://control4darxiv.github.io/ Ruizhi Shao, Jingxiang Sun, Zerong Zheng, Boyao Zhou, Hongwen Zhang 0001, Yebin Liu |
CVPR | 2 |
| 2024 | DreamCraft3D: Hierarchical 3D Generation with Bootstrapped Diffusion PriorabstractWe present DreamCraft3D, a hierarchical 3D content generation method that produces high-fidelity and coherent 3D objects. We tackle the problem by leveraging a 2D reference image to guide the stages of geometry sculpting and texture boosting. A central focus of this work is to address the consistency issue that existing works encounter. To sculpt geometries that render coherently, we perform score distillation sampling via a view-dependent diffusion model. This 3D prior, alongside several training strategies, prioritizes the geometry consistency but compromises the texture fidelity. We further propose bootstrapped score distillation to specifically boost the texture. We train a personalized diffusion model, Dreambooth, on the augmented renderings of the scene, imbuing it with 3D knowledge of the scene being optimized. The score distillation from this 3D-aware diffusion prior provides view-consistent guidance for the scene. Notably, through an alternating optimization of the diffusion prior and 3D scene representation, we achieve mutually reinforcing improvements: the optimized 3D scene aids in training the scene-specific diffusion model, which offers increasingly view-consistent guidance for 3D optimization. The optimization is thus bootstrapped and leads to substantial texture boosting. With tailored 3D priors throughout the hierarchical generation, DreamCraft3D generates coherent 3D objects with photorealistic renderings, advancing the state-of-the-art in 3D content generation. Jingxiang Sun, Ruizhi Shao, Lizhen Wang 0002, Zhenda Xie, Yebin Liu |
ICLR | 1 |
| 2024 | ITportrait: Image-Text Coupled 3D Portrait Domain AdaptationabstractDomain adaptation of 3D portraits has gained more and more attention. However, the transfer mechanism of existing methods is mainly based on vision or language, which ignores the potential of vision-language combined guidance. In this paper, we propose an Image-Text multi-modal framework, namely Image and Text portrait (ITportrait), for 3D portrait domain adaptation. ITportrait relies on a two-stage alternating training strategy. In the first stage, we employ a 3D Artistic Paired Transfer (APT) method for image-guided style transfer. APT constructs paired photo-realistic portraits to obtain accurate artistic poses, which helps ITportrait to achieve high-quality 3D style transfer. In the second stage, we propose a 3D Image-Text Embedding (ITE) approach in the CLIP space. ITE uses a threshold function to self-adaptively control the optimization direction of images or texts in the CLIP space. Comprehensive experiments prove that our ITportrait achieves state-of-the-art (SOTA) results. All source codes and pre-trained models will be released to the public. Xiangwen Deng, Yuanhao Cai, Jingxiang Sun, Yebin Liu, Haoqian Wang |
ICME | 4 |
| 2024 | 360-degree Human Video Generation with 4D Diffusion TransformerabstractWe present a novel approach for generating 360-degree high-quality, spatiotemporally coherent human videos from a single image. Our framework combines the strengths of diffusion transformers for capturing global correlations across viewpoints and time, and CNNs for accurate condition injection. The core is a hierarchical 4D transformer architecture that factorizes self-attention across views, time steps, and spatial dimensions, enabling efficient modeling of the 4D space. Precise conditioning is achieved by injecting human identity, camera parameters, and temporal signals into the respective transformers. To train this model, we collect a multi-dimensional dataset spanning images, videos, multi-view data, and limited 4D footage, along with a tailored multi-dimensional training strategy. Our approach overcomes the limitations of previous methods based on generative adversarial networks or vanilla diffusion models, which struggle with complex motions, viewpoint changes, and generalization. Through extensive experiments, we demonstrate our method's ability to synthesize 360-degree realistic, coherent human motion videos, paving the way for advanced multimedia applications in areas such as virtual reality and animation. Ruizhi Shao, Youxin Pang, Zerong Zheng, Jingxiang Sun, Yebin Liu |
ACM Trans. Graph. | 4 |
| 2024 | HAvatar: High-fidelity Head Avatar via Facial Model Conditioned Neural Radiance FieldabstractThe problem of modeling an animatable 3D human head avatar under lightweight setups is of significant importance but has not been well solved. Existing 3D representations either perform well in the realism of portrait images synthesis or the accuracy of expression control, but not both. To address the problem, we introduce a novel hybrid explicit-implicit 3D representation, Facial Model Conditioned Neural Radiance Field, which integrates the expressiveness of NeRF and the prior information from the parametric template. At the core of our representation, a synthetic-renderings-based condition method is proposed to fuse the prior information from the parametric model into the implicit field without constraining its topological flexibility. Besides, based on the hybrid representation, we properly overcome the inconsistent shape issue presented in existing methods and improve the animation stability. Moreover, by adopting an overall GAN-based architecture using an image-to-image translation network, we achieve high-resolution, realistic and view-consistent synthesis of dynamic head appearance. Experiments demonstrate that our method can achieve state-of-the-art performance for 3D head avatar animation compared with previous methods. Xiaochen Zhao, Lizhen Wang 0002, Jingxiang Sun, Hongwen Zhang 0001, Jin-Li Suo, Yebin Liu |
ACM Trans. Graph. | 3 |
| 2023 | High-fidelity Facial Avatar Reconstruction from Monocular Video with Generative PriorsabstractHigh-fidelity facial avatar reconstruction from a monocular video is a significant research problem in computer graphics and computer vision. Recently, Neural Radiance Field (NeRF) has shown impressive novel view rendering results and has been considered for facial avatar reconstruction. However, the complex facial dynamics and missing 3D information in monocular videos raise significant challenges for faithful facial reconstruction. In this work, we propose a new method for NeRF-based facial avatar reconstruction that utilizes 3D-aware generative prior. Different from existing works that depend on a conditional deformation field for dynamic modeling, we propose to learn a personalized generative prior, which is formulated as a local and low dimensional subspace in the latent space of 3D-GAN. We propose an efficient method to construct the personalized generative prior based on a small set of facial images of a given individual. After learning, it allows for photo-realistic rendering with novel views, and the face reenactment can be realized by performing navigation in the latent space. Our proposed method is applicable for different driven signals, including RGB images, 3DMM coefficients, and audio. Compared with existing works, we obtain superior novel view synthesis results and faithfully face reenactment performance. The code is available here https://github.com/bbaaii/HFA-GP. Yunpeng Bai, Yanbo Fan, Xuan Wang 0009, Yong Zhang 0034, Jingxiang Sun, Chun Yuan 0003, Ying Shan |
CVPR | 5 |
| 2023 | Next3D: Generative Neural Texture Rasterization for 3D-Aware Head Avatarsabstract3D-aware generative adversarial networks (GANs) synthesize high-fidelity and multi-view-consistent facial images using only collections of single-view 2D imagery. Towards fine-grained control over facial attributes, recent efforts incorporate 3D Morphable Face Model (3DMM) to describe deformation in generative radiance fields either explicitly or implicitly. Explicit methods provide fine-grained expression control but cannot handle topological changes caused by hair and accessories, while implicit ones can model varied topologies but have limited generalization caused by the unconstrained deformation fields. We propose a novel 3D GAN framework for unsupervised learning of generative, high-quality and 3D-consistent facial avatars from unstructured 2D images. To achieve both deformation accuracy and topological flexibility, we propose a 3D representation called Generative Texture-Rasterized Tri-planes. The proposed representation learns Generative Neural Textures on top of parametric mesh templates and then projects them into three orthogonal-viewed feature planes through rasterization, forming a tri-plane feature representation for volume rendering. In this way, we combine both fine-grained expression control of mesh-guided explicit deformation and the flexibility of implicit volumetric representation. We further propose specific modules for modeling mouth interior which is not taken into account by 3DMM. Our method demonstrates state-of-the-art 3D-aware synthesis quality and animation ability through extensive experiments. Furthermore, serving as 3D prior, our animatable 3D representation boosts multiple applications including one-shot facial avatars and 3D-aware stylization. Project page: https://mrtornado24.github.io/Next3D/. Code: https://github.com/MrTornado24/Next3D. Jingxiang Sun, Xuan Wang 0009, Lizhen Wang 0002, Xiaoyu Li 0002, Yong Zhang 0034, Hongwen Zhang 0001, Yebin Liu |
CVPR | 1 |
| 2022 | FENeRF: Face Editing in Neural Radiance FieldsabstractPrevious portrait image generation methods roughly fall into two categories: 2D GANs and 3D-aware GANs. 2D GANs can generate high fidelity portraits but with low view consistency. 3D-aware GAN methods can maintain view consistency but their generated images are not locally editable. To overcome these limitations, we propose FENeRF, a 3D-aware generator that can produce view-consistent and locally-editable portrait images. Our method uses two decoupled latent codes to generate corresponding facial semantics and texture in a spatial-aligned 3D volume with shared geometry. Benefiting from such underlying 3D representation, FENeRF can Jointly render the boundary-aligned image and semantic mask and use the semantic mask to edit the 3D volume via GAN inversion. We further show such 3D representation can be learned from widely available monocular image and semantic mask pairs. Moreover, we reveal that Joint learning semantics and texture helps to generate finer geometry. Our experiments demonstrate that FENeRF outperforms state-of-the-art methods in various face editing tasks. Code is available at https://github.com/MrTornado24/FENeRF. Jingxiang Sun, Xuan Wang 0009, Yong Zhang 0034, Xiaoyu Li 0002, Qi Zhang 0029, Yebin Liu, Jue Wang 0001 |
CVPR | 1 |
| 2022 | DiffuStereo: High Quality Human Reconstruction via Diffusion-Based Stereo Using Sparse Cameras
Ruizhi Shao, Zerong Zheng, Hongwen Zhang 0001, Jingxiang Sun, Yebin Liu |
ECCV (32) | 4 |
| 2022 | iMoCap: Motion Capture from Internet Videos
Junting Dong, Qing Shuai, Jingxiang Sun, Yuanqing Zhang, Hujun Bao, Xiaowei Zhou 0001 |
Int. J. Comput. Vis. | 3 |
| 2022 | IDE-3D: Interactive Disentangled Editing for High-Resolution 3D-Aware Portrait SynthesisabstractExisting 3D-aware facial generation methods face a dilemma in quality versus editability: they either generate editable results in low resolution, or high-quality ones with no editing flexibility. In this work, we propose a new approach that brings the best of both worlds together. Our system consists of three major components: (1) a 3D-semantics-aware generative model that produces view-consistent, disentangled face images and semantic masks; (2) a hybrid GAN inversion approach that initializes the latent codes from the semantic and texture encoder, and further optimizes them for faithful reconstruction; and (3) a canonical editor that enables efficient manipulation of semantic masks in canonical view and produces high-quality editing results. Our approach is competent for many applications, e.g. free-view face drawing, editing and style control. Both quantitative and qualitative results show that our method reaches the state-of-the-art in terms of photorealism, faithfulness and efficiency. Jingxiang Sun, Xuan Wang 0009, Yichun Shi, Lizhen Wang 0002, Jue Wang 0001, Yebin Liu |
ACM Trans. Graph. | 1 |