EDBT 2026 Demo / reviewers in the wild / expert
Zhiying Leng
dblp:272/6177
· DBLP profile ↗
11ranked-venue papers
4as first author
10since 2021 · last 2026
0000-0002-8773-6939ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 10 · 4 first-author · 9 since 2021Artificial intelligence and machine learning · 6 · 2 first-author · 6 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 2 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Cross-temporal 3D Gaussian Splatting for Sparse-view Guided Scene UpdateabstractMaintaining consistent 3D scene representations over time is a significant challenge in computer vision. Updating 3D scenes from sparse-view observations is crucial for various real-world applications, including urban planning, disaster assessment, and historical site preservation, where dense scans are often unavailable or impractical. In this paper, we propose Cross-Temporal 3D Gaussian Splatting (Cross-Temporal 3DGS), a novel framework for efficiently reconstructing and updating 3D scenes across different time periods, using sparse images and previously captured scene priors. Our approach comprises three stages: 1) Cross-temporal camera alignment for estimating and aligning camera poses across different timestamps; 2) Interference-based confidence initialization to identify unchanged regions between timestamps, thereby guiding updates; and 3) Progressive cross-temporal optimization, which iteratively integrates historical prior information into the 3D scene to enhance reconstruction quality. Our method supports non-continuous capture, enabling not only updates using new sparse views to refine existing scenes, but also recovering past scenes from limited data with the help of current captures. Furthermore, we demonstrate the potential of this approach to achieve temporal changes using only sparse images, which can later be reconstructed into detailed 3D representations as needed. Experimental results show significant improvements over baseline methods in reconstruction quality and data efficiency, making this approach a promising solution for scene versioning, cross-temporal digital twins, and long-term spatial documentation. Zeyuan An, Yanghang Xiao, Zhiying Leng, Frederick W. B. Li, Xiaohui Liang 0001 |
AAAI | 3 |
| 2026 | Dynamic Worlds, Dynamic Humans: Generating Virtual Human-Scene Interaction Motion in Dynamic ScenesabstractScenes are continuously undergoing dynamic changes in the real world. However, existing human-scene interaction generation methods typically treat the scene as static, which deviates from reality. Inspired by world models, we introduce Dyn-HSI, the first cognitive architecture for dynamic human-scene interaction, which endows virtual humans with three humanoid components. (1) Vision (human eyes): we equip the virtual human with a Dynamic Scene-Aware Navigation, which continuously perceives changes in the surrounding environment and adaptively predicts the next waypoint. (2) Memory (human brain): we equip the virtual human with a Hierarchical Experience Memory, which stores and updates experiential data accumulated during training. This allows the model to leverage prior knowledge during inference for context-aware motion priming, thereby enhancing both motion quality and generalization. (3) Control (human body): we equip the virtual human with Human-Scene Interaction Diffusion Model, which generates high-fidelity interaction motions conditioned on multimodal inputs. To evaluate performance in dynamic scenes, we extend the existing static human-scene interaction datasets to construct a dynamic benchmark, Dyn-Scenes. We conduct extensive qualitative and quantitative experiments to validate Dyn-HSI, showing that our method consistently outperforms existing approaches and generates high-quality human-scene interaction motions in both static and dynamic settings. Yin Wang 0005, Zhiying Leng, Frederick W. B. Li, Xiaohui Liang 0001 |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2025 | Fg-T2M++: LLMs-Augmented Fine-Grained Text Driven Human Motion Generation
Yin Wang 0005, Zhiying Leng, Frederick W. B. Li, Xiaohui Liang 0001 |
Int. J. Comput. Vis. | 4 |
| 2025 | MOST: Motion Diffusion Model for Rare Text via Temporal Clip Banzhaf InteractionabstractWe introduce MOST, a novel MOtion diffuSion model via Temporal clip Banzhaf interaction, aimed at addressing the persistent challenge of generating human motion from rare language prompts. While previous approaches struggle with coarse-grained matching and overlook important semantic cues due to motion redundancy, our key insight lies in leveraging fine-grained clip relationships to mitigate these issues. MOST's retrieval stage presents the first formulation of its kind - temporal clip Banzhaf interaction - which precisely quantifies textual-motion coherence at the clip level. This facilitates direct, fine-grained text-to-motion clip matching and eliminates prevalent redundancy. In the generation stage, a motion prompt module effectively utilizes retrieved motion clips to produce semantically consistent movements. Extensive evaluations confirm that MOST achieves state-of-the-art text-to-motion retrieval and generation performance by comprehensively addressing previous challenges, as demonstrated through quantitative and qualitative results highlighting its effectiveness, especially for rare prompts. Yin Wang 0005, Zhiying Leng, Frederick W. B. Li, Xiaohui Liang 0001 |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2024 | HyperSDFusion: Bridging Hierarchical Structures in Language and Geometry for Enhanced 3D Text2Shape Generationabstract3D shape generation from text is a fundamental task in 3D representation learning. The text-shape pairs exhibit a hierarchical structure, where a general text like “chair” covers all 3D shapes of the chair, while more detailed prompts refer to more specific shapes. Furthermore, both text and 3D shapes are inherently hierarchical structures. However, existing Text2Shape methods, such as SDFusion, do not exploit that. In this work, we propose HyperSD-Fusion, a dual-branch diffusion model that generates 3D shapes from a given text. Since hyperbolic space is suitable for handling hierarchical data, we propose to learn the hierarchical representations of text and 3D shapes in hyperbolic space. First, we introduce a hyperbolic text-image encoder to learn the sequential and multi-modal hierarchical features of text in hyperbolic space. In addition, we design a hyperbolic text-graph convolution module to learn the hierarchical features of text in hyperbolic space. In order to fully utilize these text features, we introduce a dual-branch structure to embed text features in 3D feature space. At last, to endow the generated 3D shapes with a hierarchical structure, we devise a hyperbolic hierarchical loss. Our method is the first to explore the hyperbolic hierarchical representation for text-to-shape generation. Experimental results on the existing text-to-shape paired dataset, Text2Shape, achieved state-of-the-art results. We release our implementation under HyperSDFusion.github.io. Zhiying Leng, Tolga Birdal, Xiaohui Liang 0001, Federico Tombari |
CVPR | 1 |
| 2024 | D-SCo: Dual-Stream Conditional Diffusion for Monocular Hand-Held Object Reconstruction
Gu Wang 0001, Chenyangguang Zhang, Yan Di, Ziqin Huang, Zhiying Leng, Fabian Manhardt, Xiangyang Ji, Federico Tombari |
ECCV (29) | 6 |
| 2023 | Dynamic Hyperbolic Attention Network for Fine Hand-object ReconstructionabstractReconstructing both objects and hands in 3D from a single RGB image is complex. Existing methods rely on manually defined hand-object constraints in Euclidean space, leading to suboptimal feature learning. Compared with Euclidean space, hyperbolic space better preserves the geometric properties of meshes thanks to its exponentially-growing space distance, which amplifies the differences between the features based on similarity. In this work, we propose the first precise hand-object reconstruction method in hyperbolic space, namely Dynamic Hyperbolic Attention Network (DHANet), which leverages intrinsic properties of hyperbolic space to learn representative features. Our method that projects mesh and image features into a unified hyperbolic space includes two modules, i.e. dynamic hyperbolic graph convolution and image-attention hyperbolic graph convolution. With these two modules, our method learns mesh features with rich geometry-image multi-modal information and models better hand-object interaction. Our method provides a promising alternative for fine hand-object reconstruction in hyperbolic space. Extensive experiments on three public datasets demonstrate that our method outperforms most state-of-the-art methods. Zhiying Leng, Mahdi Saleh, Antonio Montanaro, Hao Yu 0010, Yin Wang 0005, Nassir Navab, Xiaohui Liang 0001, Federico Tombari |
ICCV | 1 |
| 2023 | Fg-T2M: Fine-Grained Text-Driven Human Motion Generation via Diffusion ModelabstractText-driven human motion generation in computer vision is both significant and challenging. However, current methods are limited to producing either deterministic or imprecise motion sequences, failing to effectively control the temporal and spatial relationships required to conform to a given text description. In this work, we propose a fine-grained method for generating high-quality, conditional human motion sequences supporting precise text description. Our approach consists of two key components: 1) a linguistics-structure assisted module that constructs accurate and complete language feature to fully utilize text information; and 2) a context-aware progressive reasoning module that learns neighborhood and overall semantic linguistics features from shallow and deep graph neural networks to achieve a multi-step inference. Experiments show that our approach outperforms text-driven motion generation methods on HumanML3D and KIT test sets and generates better visually confirmed motion to the text conditions. Yin Wang 0005, Zhiying Leng, Frederick W. B. Li, Xiaohui Liang 0001 |
ICCV | 2 |
| 2023 | A Mixed Reality Training System for Hand-Object Interaction in Simulated Microgravity EnvironmentsabstractAs human exploration of space continues to progress, the use of Mixed Reality (MR) for simulating microgravity environments and facilitating training in hand-object interaction holds immense practical significance. However, hand-object interaction in microgravity presents distinct challenges compared to terrestrial environments due to the absence of gravity. This results in heightened agility and inherent unpredictability of movements that traditional methods struggle to simulate accurately. To this end, we propose a novel MR-based hand-object interaction system in simulated microgravity environments, leveraging physics-based simulations to enhance the interaction between the user’s real hand and virtual objects. Specifically, we introduce a physics-based hand-object interaction model that combines impulse-based simulation with penetration contact dynamics. This accurately captures the intricacies of hand-object interaction in microgravity. By considering forces and impulses during contact, our model ensures realistic collision responses and enables effective object manipulation in the absence of gravity. The proposed system presents a cost-effective solution for users to simulate object manipulation in microgravity. It also holds promise for training space travelers, equipping them with greater immersion to better adapt to space missions. The system reliability and fidelity test verifies the superior effectiveness of our system compared to the state-of-the-art CLAP system. Kanglei Zhou, Yue Ma 0035, Zhiying Leng, Hubert P. H. Shum, Frederick W. B. Li, Xiaohui Liang 0001 |
ISMAR | 4 |
| 2021 | Stable Hand Pose Estimation under Tremor via Graph Neural NetworkabstractHand pose estimation, which predicts the spatial location of hand joints, is a fundamental task in VR/AR applications. Although existing methods can recover hand pose competently, the tremor issue occurring in hand motion has not been completely solved. Tremor is an involuntary motion accompanied by a desired gesture or hand motion, leading to hand pose that deviates from user's intentions. Considering the characteristic of tremor motion, we present a novel Graph Neural Network for stable 3D hand pose estimation. The input is depth images. The constraint adjacency matrix is devised in Graph Neural Network for dynamically adjusting the topology of a hand graph during message passing and aggregation. Firstly, since there are rich potential constraints among hand joints, we utilize the constraint adjacency matrix to mine the suitable topology, modeling spatial-temporal constraints of joints and outputting the precise tremor hand pose as the pre-estimation result. Then, for obtaining a stable hand pose, we provide a tremor compensation module based on the constraint adjacency matrix, which exploits the constraint between control points and tremor hand pose. Concretely, the control points represented the voluntary motion are employed as constraints to edit the tremor hand pose. Our extensive quantitative and qualitative experiments show that the proposed method has achieved decent performance for 3D tremor hand pose estimation. Zhiying Leng, Hubert P. H. Shum, Frederick W. B. Li, Xiaohui Liang 0001 |
VR | 1 |
| 2020 | Small Components Parsing VIA Multi-Feature Fusion NetworkabstractPart parsing is a fundamental task towards fine image understanding in the multimedia and visual field. At present, the researchers working on part parsing focus on objects with large components, such as human, car. This paper centers on segmenting objects with small components. We call it small components parsing. In this paper, we propose a novel strategy for small components parsing, fusing multi-feature to utilize context information. We introduce Separable Spatial Pyramid module to embed spatial context information by fusing different scale spatial features. In decoding stage, attention-based feature fusion unit is drawn to utilize semantic context information in order to highlight details. Specifically, we design the Residual Upsampling manner to recover more details, considering spatial and channel characteristics. Experiments on RHD-PARSING and CamVid datasets demonstrate our method has achieved decent performance for small components parsing, taking hand parsing as an example, and has reached competitive results in scene parsing. Zhiying Leng, Xiaohui Liang 0001 |
ICME | 1 |