Demo Data from EDBT 2026 / reviewers in the wild / expert
David Gu
dblp:280/2183
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2026
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 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.
| Artificial intelligence
1 paper |
Generative modeling · 100% | |
| Computer graphics and multimedia
1 paper |
Geometric modeling and processing · 100% |
Topics — the 3 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Generative modeling
diffusion model |
1.0 | 1 | 2026 | Spherical Geometry Diffusion: Generating High-quality 3D Face Geometry via Sphere-anchored Representations · AAAI 2026 |
Machine learning › Generative modeling › diffusion model › 3d shape generation
text-to-3d generation |
1.0 | 1 | 2026 | Spherical Geometry Diffusion: Generating High-quality 3D Face Geometry via Sphere-anchored Representations · AAAI 2026 |
Geometric modeling and processing › surface reconstruction
mesh reconstruction |
0.3 | 1 | 2026 | Spherical Geometry Diffusion: Generating High-quality 3D Face Geometry via Sphere-anchored Representations · AAAI 2026 |
Methods — techniques the papers use, named apart from their topics
spherical geometry representation · 2.0conditional diffusion · 2.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Spherical Geometry Diffusion: Generating High-quality 3D Face Geometry via Sphere-anchored RepresentationsabstractA fundamental challenge in text-to-3D face generation is achieving high-quality geometry. The core difficulty lies in the arbitrary and intricate distribution of vertices in 3D space, making it challenging for existing models to establish clean connectivity and resulting in suboptimal geometry. To address this, our core insight is to simplify the underlying geometric structure by constraining the distribution onto a simple and regular manifold, a topological sphere. Building on this, we first propose the Spherical Geometry Representation, a novel face representation that anchors geometric signals to uniform spherical coordinates. This guarantees a regular point distribution, from which the mesh connectivity can be robustly reconstructed. Critically, this canonical sphere can be seamlessly unwrapped into a 2D map, creating a perfect synergy with powerful 2D generative models. We then introduce Spherical Geometry Diffusion, a conditional diffusion framework built upon this 2D map. It enables diverse and controllable generation by jointly modeling geometry and texture, where the geometry explicitly conditions the texture synthesis process. Our method's effectiveness is demonstrated through its success in a wide range of tasks: text-to-3D generation, face reconstruction, and text-based 3D editing. Extensive experiments show that our approach substantially outperforms existing methods in geometric quality, textual fidelity, and inference efficiency. Yunhong Lu, Wenzhe Qian, Xiaoyin Xu, David Gu |
AAAI | 7 |