EDBT 2026 Demo / reviewers in the wild / expert
Haimin Luo
dblp:289/0269
· DBLP profile ↗
8ranked-venue papers
3as first author
8since 2021 · last 2026
0000-0002-8247-7202ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 8 · 3 first-author · 8 since 2021Artificial intelligence and machine learning · 5 · 5 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | HairGPT: Strand-as-Language Autoregressive Modeling for Realistic 3D Hairstyle SynthesisabstractHair is a rich medium of visual and cultural expression, yet its digital modeling remains challenging due to the duality of fluidity and structure. Many existing generative approaches rely primarily on continuous diffusion fields, which entangle global topology with local texture and obscure the semantic and structural organization of hairstyles. To address this, we propose HairGPT, a strand-centric framework that treats strands as generative primitives and formulates realistic 3D hairstyle synthesis as a dual-decoupled autoregressive sequence modeling problem. Our method applies spatial decoupling across semantic scalp regions and structural decoupling along a hierarchical strand representation, progressing from global layout to fine-grained style. We further introduce a geometric tokenizer and region-aware semantic annotations to guide strand-level generation, enabling compositional editing, synthesis of rare and complex hairstyles, and adaptation to stylized domains. By aligning generative modeling with the workflow of digital grooming, HairGPT turns hair generation from opaque texture synthesis into a structured and semantically controllable authoring process, supporting robust semantic conditioning and high-fidelity results across realistic and stylized domains. Haimin Luo, Lan Xu 0003, Jingyi Yu 0001 |
ACM Trans. Graph. | 1 |
| 2023 | HumanGen: Generating Human Radiance Fields with Explicit PriorsabstractRecent years have witnessed the tremendous progress of 3D GANs for generating view-consistent radiance fields with photo-realism. Yet, high-quality generation of human radiance fields remains challenging, partially due to the limited human-related priors adopted in existing methods. We present HumanGen, a novel 3D human generation scheme with detailed geometry and 360° realistic free-view rendering. It explicitly marries the 3D human generation with various priors from the 2D generator and 3D reconstructor of humans through the design of “anchor image”. We introduce a hybrid feature representation using the anchor image to bridge the latent space of HumanGen with the existing 2D generator. We then adopt a pronged design to disentangle the generation of geometry and appearance. With the aid of the anchor image, we adapt a 3D reconstructor for fine-grained details synthesis and propose a two-stage blending scheme to boost appearance generation. Extensive experiments demonstrate our effectiveness for state-of-the-art 3D human generation regarding geometry details, texture quality, and free-view performance. Notably, HumanGen can also incorporate various off-the-shelf 2D latent editing methods, seamlessly lifting them into 3D. Suyi Jiang, Haimin Luo, Wenzheng Chen |
CVPR | 4 |
| 2023 | Instant-NVR: Instant Neural Volumetric Rendering for Human-object Interactions from Monocular RGBD StreamabstractConvenient 4D modeling of human-object interactions is essential for numerous applications. However, monocular tracking and rendering of complex interaction scenarios remain challenging. In this paper, we propose Instant-NVR, a neural approach for instant volumetric human-object tracking and rendering using a single RGBD camera. It bridges traditional non-rigid tracking with recent instant radiance field techniques via a multi-thread tracking-rendering mechanism. In the tracking front-end, we adopt a robust human-object capture scheme to provide sufficient motion priors. We further introduce a separated instant neural representation with a novel hybrid deformation module for the interacting scene. We also provide an on-the-fly reconstruction scheme of the dynamic/static radiance fields via efficient motion-prior searching. Moreover, we introduce an online key frame selection scheme and a rendering-aware refinement strategy to significantly improve the appearance details for online novel-view synthesis. Extensive experiments demonstrate the effectiveness and efficiency of our approach for the instant generation of human-object radiance fields on the fly, notably achieving real-time photo-realistic novel view synthesis under complex human-object interactions. Project page: https://nowheretrix.github.io/Instant-NVR/. Yuheng Jiang, Kaixin Yao, Zhuo Su 0006, Zhehao Shen, Haimin Luo, Lan Xu 0003 |
CVPR | 5 |
| 2023 | NeuralDome: A Neural Modeling Pipeline on Multi-View Human-Object InteractionsabstractHumans constantly interact with objects in daily life tasks. Capturing such processes and subsequently conducting visual inferences from a fixed viewpoint suffers from occlusions, shape and texture ambiguities, motions, etc. To mitigate the problem, it is essential to build a training dataset that captures free-viewpoint interactions. We construct a dense multi-view dome to acquire a complex human object interaction dataset, named HODome, that consists of ~71 M frames on 10 subjects interacting with 23 objects. To process the HODome dataset, we develop NeuralDome, a layer-wise neural processing pipeline tailored for multi-view video inputs to conduct accurate tracking, geometry reconstruction and free-view rendering, for both human subjects and objects. Extensive experiments on the HODome dataset demonstrate the effectiveness of NeuralDome on a variety of inference, modeling, and rendering tasks. Both the dataset and the NeuralDome tools will be disseminated to the community for further development, which can be found at https://juzezhang.github.io/NeuralDome Juze Zhang, Haimin Luo, Hongdi Yang, Xinru Xu, Qianyang Wu, Ye Shi 0001, Jingyi Yu 0001, Lan Xu 0003, Jingya Wang 0001 |
CVPR | 2 |
| 2022 | Artemis: articulated neural pets with appearance and motion synthesisabstractWe, humans, are entering into a virtual era and indeed want to bring animals to the virtual world as well for companion. Yet, computer-generated (CGI) furry animals are limited by tedious off-line rendering, let alone interactive motion control. In this paper, we present ARTEMIS, a novel neural modeling and rendering pipeline for generating ARTiculated neural pets with appEarance and Motion synthesIS. Our ARTEMIS enables interactive motion control, real-time animation, and photo-realistic rendering of furry animals. The core of our ARTEMIS is a neural-generated (NGI) animal engine, which adopts an efficient octree-based representation for animal animation and fur rendering. The animation then becomes equivalent to voxel-level deformation based on explicit skeletal warping. We further use a fast octree indexing and efficient volumetric rendering scheme to generate appearance and density features maps. Finally, we propose a novel shading network to generate high-fidelity details of appearance and opacity under novel poses from appearance and density feature maps. For the motion control module in ARTEMIS, we combine state-of-the-art animal motion capture approach with recent neural character control scheme. We introduce an effective optimization scheme to reconstruct the skeletal motion of real animals captured by a multi-view RGB and Vicon camera array. We feed all the captured motion into a neural character control scheme to generate abstract control signals with motion styles. We further integrate ARTEMIS into existing engines that support VR headsets, providing an unprecedented immersive experience where a user can intimately interact with a variety of virtual animals with vivid movements and photo-realistic appearance. Extensive experiments and showcases demonstrate the effectiveness of our ARTEMIS system in achieving highly realistic rendering of NGI animals in real-time, providing daily immersive and interactive experiences with digital animals unseen before. We make available our ARTEMIS model and dynamic furry animal dataset at https://haiminluo.github.io/publication/artemis/. Haimin Luo, Teng Xu 0008, Yuheng Jiang, Chenglin Zhou, Qiwei Qiu, Yingliang Zhang, Wei Yang 0034, Lan Xu 0003, Jingyi Yu 0001 |
ACM Trans. Graph. | 1 |
| 2021 | Convolutional Neural Opacity Radiance FieldsabstractPhoto-realistic modeling and rendering of fuzzy objects with complex opacity are critical for numerous immersive VR/AR applications, but it suffers from strong view-dependent brightness, color. In this paper, we propose a novel scheme to generate opacity radiance fields with a convolutional neural renderer for fuzzy objects, which is the first to combine both explicit opacity supervision and convolutional mechanism into the neural radiance field framework so as to enable high-quality appearance and global consistent alpha mattes generation in arbitrary novel views. More specifically, we propose an efficient sampling strategy along with both the camera rays and image plane, which enables efficient radiance field sampling and learning in a patch-wise manner, as well as a novel volumetric feature integration scheme that generates per-patch hybrid feature embeddings to reconstruct the view-consistent fine-detailed appearance and opacity output. We further adopt a patch-wise adversarial training scheme to preserve both high-frequency appearance and opacity details in a self-supervised framework. We also introduce an effective multi-view image capture system to capture high-quality color and alpha maps for challenging fuzzy objects. Extensive experiments on existing and our new challenging fuzzy object dataset demonstrate that our method achieves photo-realistic, globally consistent, and fined detailed appearance and opacity free-viewpoint rendering for various fuzzy objects. Haimin Luo, Anpei Chen, Qixuan Zhang, Bai Pang, Minye Wu, Lan Xu 0003, Jingyi Yu 0001 |
ICCP | 1 |
| 2021 | GNeRF: GAN-based Neural Radiance Field without Posed CameraabstractWe introduce GNeRF, a framework to marry Generative Adversarial Networks (GAN) with Neural Radiance Field (NeRF) reconstruction for the complex scenarios with unknown and even randomly initialized camera poses. Recent NeRF-based advances have gained popularity for remarkable realistic novel view synthesis. However, most of them heavily rely on accurate camera poses estimation, while few recent methods can only optimize the unknown camera poses in roughly forward-facing scenes with relatively short camera trajectories and require rough camera poses initialization. Differently, our GNeRF only utilizes randomly initialized poses for complex outside-in scenarios. We propose a novel two-phases end-to-end framework. The first phase takes the use of GANs into the new realm for optimizing coarse camera poses and radiance fields jointly, while the second phase refines them with additional photometric loss. We overcome local minima using a hybrid and iterative optimization scheme. Extensive experiments on a variety of synthetic and natural scenes demonstrate the effectiveness of GNeRF. More impressively, our approach outperforms the baselines favorably in those scenes with repeated patterns or even low textures that are regarded as extremely challenging before. Quan Meng, Anpei Chen, Haimin Luo, Minye Wu, Hao Su 0001, Lan Xu 0003, Xuming He 0001, Jingyi Yu 0001 |
ICCV | 3 |
| 2021 | Few-shot Neural Human Performance Rendering from Sparse RGBD VideosabstractRecent neural rendering approaches for human activities achieve remarkable view synthesis results, but still rely on dense input views or dense training with all the capture frames, leading to deployment difficulty and inefficient training overload. However, existing advances will be ill-posed if the input is both spatially and temporally sparse. To fill this gap, in this paper we propose a few-shot neural human rendering approach (FNHR) from only sparse RGBD inputs, which exploits the temporal and spatial redundancy to generate photo-realistic free-view output of human activities. Our FNHR is trained only on the key-frames which expand the motion manifold in the input sequences. We introduce a two-branch neural blending to combine the neural point render and classical graphics texturing pipeline, which integrates reliable observations over sparse key-frames. Furthermore, we adopt a patch-based adversarial training process to make use of the local redundancy and avoids over-fitting to the key-frames, which generates fine-detailed rendering results. Extensive experiments demonstrate the effectiveness of our approach to generate high-quality free view-point results for challenging human performances under the sparse setting. Anqi Pang, Xin Chen 0040, Haimin Luo, Minye Wu, Jingyi Yu 0001, Lan Xu 0003 |
IJCAI | 3 |