EDBT 2026 Demo / reviewers in the wild / expert
Jianchuan Chen
dblp:295/9573
· DBLP profile ↗
3ranked-venue papers
2as first author
3since 2021 · last 2025
0000-0001-5784-0965ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-author · 3 since 2021Artificial intelligence and machine learning · 2 · 2 first-author · 2 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.
| Computer graphics and multimedia
3 papers |
Visual content generation and editing · 41% Rendering · 29% Virtual and augmented reality · 23% | |
| Artificial intelligence
2 papers |
3D vision · 100% |
Topics — the 9 heaviest of 10, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › 3D vision
novel view synthesis |
0.9 | 2 | 2024 | GM-NeRF: Learning Generalizable Model-Based Neural Radiance Fields from Multi-View Images · CVPR 2023 GaussianTalker: Speaker-specific Talking Head Synthesis via 3D Gaussian Splatting · ACM Multimedia 2024 |
Rendering › gaussian splatting
3d gaussian splatting |
0.9 | 1 | 2025 | TaoAvatar: Real-Time Lifelike Full-Body Talking Avatars for Augmented Reality via 3D Gaussian Splatting · CVPR 2025 |
Virtual and augmented reality
avatar |
0.9 | 1 | 2025 | TaoAvatar: Real-Time Lifelike Full-Body Talking Avatars for Augmented Reality via 3D Gaussian Splatting · CVPR 2025 |
Visual content generation and editing › talking head generation
audio-driven talking head generation |
0.8 | 1 | 2024 | GaussianTalker: Speaker-specific Talking Head Synthesis via 3D Gaussian Splatting · ACM Multimedia 2024 |
Visual content generation and editing
talking head generation |
0.8 | 1 | 2024 | GaussianTalker: Speaker-specific Talking Head Synthesis via 3D Gaussian Splatting · ACM Multimedia 2024 |
Computer vision › 3D vision › motion capture
human performance capture |
0.7 | 1 | 2023 | GM-NeRF: Learning Generalizable Model-Based Neural Radiance Fields from Multi-View Images · CVPR 2023 |
Computer vision › 3D vision
neural radiance field |
0.7 | 1 | 2023 | GM-NeRF: Learning Generalizable Model-Based Neural Radiance Fields from Multi-View Images · CVPR 2023 |
Computer vision › 3D vision › neural rendering
3d gaussian splatting |
0.2 | 1 | 2024 | GaussianTalker: Speaker-specific Talking Head Synthesis via 3D Gaussian Splatting · ACM Multimedia 2024 |
Rendering
neural rendering |
0.2 | 1 | 2023 | GM-NeRF: Learning Generalizable Model-Based Neural Radiance Fields from Multi-View Images · CVPR 2023 |
Methods — techniques the papers use, named apart from their topics
blend shapes · 1.63d gaussian splatting · 1.5partial gradient backpropagation · 1.3geometry-guided attention · 1.3style-unet · 0.9distillation · 0.9MLP · 0.9blendshape · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | TaoAvatar: Real-Time Lifelike Full-Body Talking Avatars for Augmented Reality via 3D Gaussian SplattingabstractRealistic 3D full-body talking avatars hold great potential in AR, with applications ranging from e-commerce live streaming to holographic communication. Despite advances in 3D Gaussian Splatting (3DGS) for lifelike avatar creation, existing methods struggle with fine-grained control of facial expressions and body movements in full-body talking tasks. Additionally, they often lack sufficient details and cannot run in real-time on mobile devices. We present TaoAvatar, a high-fidelity, lightweight, 3DGS-based full-body talking avatar driven by various signals. Our approach starts by creating a personalized clothed human parametric template that binds Gaussians to represent appearances. We then pre-train a Style-Unet-based network to handle complex pose-dependent non-rigid deformation, which can capture high-frequency appearance details but is too resource-intensive for mobile devices. To overcome this, we "bake" the non-rigid deformations into a lightweight MLP-based network using a distillation technique and develop blend shapes to compensate for details. Extensive experiments show that TaoAvatar achieves state-of-the-art rendering quality while running in real-time across various devices, maintaining 90 FPS on high-definition stereo devices such as the Apple Vision Pro. Jianchuan Chen, Jingchuan Hu, Gaige Wang, Zhonghua Jiang 0006, Tiansong Zhou, Zhiwen Chen 0002, Chengfei Lv |
CVPR | 1 |
| 2024 | GaussianTalker: Speaker-specific Talking Head Synthesis via 3D Gaussian SplattingabstractRecent works on audio-driven talking head synthesis using Neural Radiance Fields (NeRF) have achieved impressive results. However, due to inadequate pose and expression control caused by NeRF implicit representation, these methods still have some limitations, such as unsynchronized or unnatural lip movements, and visual jitter and artifacts. In this paper, we propose GaussianTalker, a novel method for audio-driven talking head synthesis based on 3D Gaussian Splatting. With the explicit representation property of 3D Gaussians, intuitive control of the facial motion is achieved by binding Gaussians to 3D facial models. GaussianTalker consists of two modules, Speaker-specific Motion Translator and Dynamic Gaussian Renderer. Speaker-specific Motion Translator achieves accurate lip movements specific to the target speaker through universalized audio feature extraction and customized lip motion generation. Dynamic Gaussian Renderer introduces Speaker-specific BlendShapes to enhance facial detail representation via a latent pose, delivering stable and realistic rendered videos. Extensive experimental results suggest that GaussianTalker outperforms existing state-of-the-art methods in talking head synthesis, delivering precise lip synchronization and exceptional visual quality. Our method achieves rendering speeds of 130 FPS on NVIDIA RTX4090 GPU, significantly exceeding the threshold for real-time rendering performance, and can potentially be deployed on other hardware platforms. Hongyun Yu, Zhan Qu 0001, Qihang Yu, Jianchuan Chen, Zhonghua Jiang 0006, Zhiwen Chen 0002, Shengyu Zhang 0001, Jimin Xu, Fei Wu 0001, Chengfei Lv, Gang Yu 0006 |
ACM Multimedia | 4 |
| 2023 | GM-NeRF: Learning Generalizable Model-Based Neural Radiance Fields from Multi-View ImagesabstractIn this work, we focus on synthesizing high-fidelity novel view images for arbitrary human performers, given a set of sparse multi-view images. It is a challenging task due to the large variation among articulated body poses and heavy self-occlusions. To alleviate this, we introduce an effective generalizable framework Generalizable Model-based Neural Radiance Fields (GM-NeRF) to synthesize free-viewpoint images. Specifically, we propose a geometry-guided attention mechanism to register the appearance code from multi-view 2D images to a geometry proxy which can alleviate the misalignment between inaccurate geometry prior and pixel space. On top of that, we further conduct neural rendering and partial gradient back propagation for efficient perceptual supervision and improvement of the perceptual quality of synthesis. To evaluate our method, we conduct experiments on synthesized datasets THuman2.0 and Multi-garment, and real-world datasets Genebody and ZJUMocap. The results demonstrate that our approach outperforms state-of-the-art methods in terms of novel view synthesis and geometric reconstruction. Jianchuan Chen, Wentao Yi, Liqian Ma, Xu Jia 0012, Huchuan Lu |
CVPR | 1 |