EDBT 2026 Demo / reviewers in the wild / expert
Clinton Mo
dblp:304/1327 · also Clinton Ansun Mo
· DBLP profile ↗
8ranked-venue papers
4as first author
8since 2021 · last 2026
0000-0003-4252-8914ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 7 · 4 first-author · 7 since 2021Artificial intelligence and machine learning · 6 · 3 first-author · 6 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
6 papers |
Computer animation and physical simulation · 62% Geometric modeling and processing · 27% Multimedia analysis and retrieval · 8% | |
| Artificial intelligence
5 papers |
Generative modeling · 51% Representation and self-supervised learning · 23% Graph learning · 21% |
Topics — the 16 heaviest of 18, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation
cloth simulation |
1.0 | 1 | 2026 | Pb4U-GNet: Resolution-Adaptive Garment Simulation via Propagation-before-Update Graph Network · AAAI 2026 |
Geometric modeling and processing
mesh processing |
1.0 | 1 | 2026 | Pb4U-GNet: Resolution-Adaptive Garment Simulation via Propagation-before-Update Graph Network · AAAI 2026 |
Computer animation and physical simulation
motion synthesis |
0.9 | 2 | 2025 | Continuous Intermediate Token Learning with Implicit Motion Manifold for Keyframe Based Motion Interpolation · CVPR 2023 PUMPS: Skeleton-Agnostic Point-Based Universal Motion Pre-Training for Synthesis in Human Motion Tasks · ICCV 2025 |
Machine learning › Generative modeling › diffusion model
human motion generation |
0.9 | 1 | 2025 | PUMPS: Skeleton-Agnostic Point-Based Universal Motion Pre-Training for Synthesis in Human Motion Tasks · ICCV 2025 |
Machine learning › Representation and self-supervised learning
pre-training |
0.9 | 1 | 2025 | PUMPS: Skeleton-Agnostic Point-Based Universal Motion Pre-Training for Synthesis in Human Motion Tasks · ICCV 2025 |
Machine learning › Generative modeling › diffusion model
conditional diffusion model |
0.8 | 1 | 2024 | Terrain Diffusion Network: Climatic-Aware Terrain Generation with Geological Sketch Guidance · AAAI 2024 |
Machine learning › Generative modeling
diffusion model |
0.8 | 1 | 2024 | Terrain Diffusion Network: Climatic-Aware Terrain Generation with Geological Sketch Guidance · AAAI 2024 |
Computer animation and physical simulation › keyframe animation
keyframe interpolation |
0.8 | 1 | 2024 | Motion Keyframe Interpolation for Any Human Skeleton via Temporally Consistent Point Cloud Sampling and Reconstruction · ECCV (82) 2024 |
Geometric modeling and processing › procedural modeling
terrain generation |
0.8 | 1 | 2024 | Terrain Diffusion Network: Climatic-Aware Terrain Generation with Geological Sketch Guidance · AAAI 2024 |
Computer animation and physical simulation › motion synthesis
motion interpolation |
0.7 | 1 | 2023 | Continuous Intermediate Token Learning with Implicit Motion Manifold for Keyframe Based Motion Interpolation · CVPR 2023 |
Multimedia analysis and retrieval › video summarization
key frame extraction |
0.5 | 1 | 2021 | Keyframe Extraction from Motion Capture Sequences with Graph based Deep Reinforcement Learning · ACM Multimedia 2021 |
Computer animation and physical simulation › motion capture
motion capture data processing |
0.5 | 1 | 2021 | Keyframe Extraction from Motion Capture Sequences with Graph based Deep Reinforcement Learning · ACM Multimedia 2021 |
Computer vision › 3D vision › 3d reconstruction
point cloud reconstruction |
0.2 | 1 | 2024 | Motion Keyframe Interpolation for Any Human Skeleton via Temporally Consistent Point Cloud Sampling and Reconstruction · ECCV (82) 2024 |
Visual content generation and editing
3d content creation |
0.2 | 1 | 2024 | Terrain Diffusion Network: Climatic-Aware Terrain Generation with Geological Sketch Guidance · AAAI 2024 |
Machine learning › Representation and self-supervised learning › representation learning › dimensionality reduction › manifold learning
latent manifold learning |
0.2 | 1 | 2023 | Continuous Intermediate Token Learning with Implicit Motion Manifold for Keyframe Based Motion Interpolation · CVPR 2023 |
Computer animation and physical simulation
motion editing |
0.1 | 1 | 2021 | Keyframe Extraction from Motion Capture Sequences with Graph based Deep Reinforcement Learning · ACM Multimedia 2021 |
Methods — techniques the papers use, named apart from their topics
message passing · 2.0geometry-aware scaling · 2.0dynamic propagation depth · 2.0skeleton-agnostic pre-training · 1.7point-based motion representation · 1.7point cloud sampling · 1.5multi-level denoising · 1.5diffusion model · 1.5autoencoder · 1.5implicit representation · 1.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Pb4U-GNet: Resolution-Adaptive Garment Simulation via Propagation-before-Update Graph NetworkabstractGarment simulation is fundamental to various applications in computer vision and graphics, from virtual try-on to digital human modelling. However, conventional physics-based methods remain computationally expensive, hindering their application in time-sensitive scenarios. While graph neural networks (GNNs) offer promising acceleration, existing approaches exhibit poor cross-resolution generalisation, demonstrating significant performance degradation on higher-resolution meshes beyond the training distribution. This stems from two key factors: (1) existing GNNs employ fixed message-passing depth that fails to adapt information aggregation to mesh density variation, and (2) vertex-wise displacement magnitudes are inherently resolution-dependent in garment simulation. To address these issues, we introduce Propagation-before-Update Graph Network (Pb4U-GNet), a resolution-adaptive framework that decouples message propagation from feature updates. Pb4U-GNet incorporates two key mechanisms: (1) dynamic propagation depth control, adjusting message-passing iterations based on mesh resolution, and (2) geometry-aware update scaling, which scales predictions according to local mesh characteristics. Extensive experiments show that even trained solely on low-resolution meshes, Pb4U-GNet exhibits strong generalisability across diverse mesh resolutions, addressing a fundamental challenge in neural garment simulation. Aoran Liu, Kun Hu 0008, Clinton Mo, Qiuxia Wu, Wenxiong Kang, Zhiyong Wang 0001 |
AAAI | 3 |
| 2026 | Keyframe selection from motion capture data with dual-agent reinforcement learningabstractAnimation production workflows centred around motion capture techniques require animators to edit motions based on a set of keyframes. However, most existing keyframe selection methods are optimisation-based, which suffer from the issues of flexibility and efficiency. In this paper, a novel deep reinforcement learning method with dual agents are proposed for unsupervised keyframe selection. First, an S-Agent and an R-Agent evaluate the actions of selection and refinement, respectively. A deep spatio-temporal network, namely graph keyframe evaluation network (GKEN), is proposed for the agents. Then, an animation specified reward is devised based on reconstruction, which fulfills three important properties of the animation workflow: incremental reward, order insensitivity and non-diminishing returns. During the inference, it is no longer necessary to compute the reconstruction, which significantly decreases the run-time latency. Experiments on the CMU MoCap dataset demonstrate the efficiency of the proposed method without clearly compromising the effectiveness compared with the state-of-the-art methods. • A deep reinforcement learning with dual-agent to identify motion keyframes. • A spatio-temporal deep agent with graph convolutions and transformers. • Comprehensive experiments and human demonstrations for MoCap keyframing. Kun Hu 0008, Clinton Mo, Mingyang Ma 0004, Shaohui Mei, Zhiyong Wang 0001 |
Pattern Recognit. | 3 |
| 2025 | PUMPS: Skeleton-Agnostic Point-Based Universal Motion Pre-Training for Synthesis in Human Motion Tasks
Clinton Mo, Kun Hu 0008, Chengjiang Long, Dong Yuan 0001, Wan-Chi Siu, Zhiyong Wang 0001 |
ICCV | 1 |
| 2025 | Extended Short- and Long-Range Mesh Learning for Fast and Generalised Garment Simulationabstract3D garment simulation is a critical component for producing cloth-based graphics. Recent advancements in graph neural networks (GNNs) offer a promising approach for efficient garment simulation. However, GNNs require extensive message-passing to propagate information such as physical forces and maintain contact awareness across the entire garment mesh, which becomes computationally inefficient at higher resolutions. To address this, we devise a novel GNN-based mesh learning framework with two key components to extend the message-passing range with minimal overhead, namely the Laplacian-Smoothed Dual Message-Passing (LSDMP) and the Geodesic Self-Attention (GSA) modules. LSDMP enhances message-passing with a Laplacian features smoothing process, which efficiently propagates the impact of each vertex to nearby vertices. Concurrently, GSA introduces geodesic distance embeddings to represent the spatial relationship between vertices and utilises attention mechanisms to capture global mesh information. The two modules operate in parallel to ensure both short- and long-range mesh modelling. Extensive experiments demonstrate the state-of-the-art performance of our method, requiring fewer layers and lower inference latency.1 Aoran Liu, Kun Hu 0008, Clinton Mo, ChangYang Li, Zhiyong Wang 0001 |
ICME | 3 |
| 2024 | Terrain Diffusion Network: Climatic-Aware Terrain Generation with Geological Sketch GuidanceabstractSketch-based terrain generation seeks to create realistic landscapes for virtual environments in various applications such as computer games, animation and virtual reality. Recently, deep learning based terrain generation has emerged, notably the ones based on generative adversarial networks (GAN). However, these methods often struggle to fulfill the requirements of flexible user control and maintain generative diversity for realistic terrain. Therefore, we propose a novel diffusion-based method, namely terrain diffusion network (TDN), which actively incorporates user guidance for enhanced controllability, taking into account terrain features like rivers, ridges, basins, and peaks. Instead of adhering to a conventional monolithic denoising process, which often compromises the fidelity of terrain details or the alignment with user control, a multi-level denoising scheme is proposed to generate more realistic terrains by taking into account fine-grained details, particularly those related to climatic patterns influenced by erosion and tectonic activities. Specifically, three terrain synthesisers are designed for structural, intermediate, and fine-grained level denoising purposes, which allow each synthesiser concentrate on a distinct terrain aspect. Moreover, to maximise the efficiency of our TDN, we further introduce terrain and sketch latent spaces for the synthesizers with pre-trained terrain autoencoders. Comprehensive experiments on a new dataset constructed from NASA Topology Images clearly demonstrate the effectiveness of our proposed method, achieving the state-of-the-art performance. Our code is available at https://github.com/TDNResearch/TDN. Zexin Hu, Kun Hu 0008, Clinton Mo, Zhiyong Wang 0001 |
AAAI | 3 |
| 2024 | Motion Keyframe Interpolation for Any Human Skeleton via Temporally Consistent Point Cloud Sampling and Reconstruction
Clinton Mo, Kun Hu 0008, Chengjiang Long, Dong Yuan 0001, Zhiyong Wang 0001 |
ECCV (82) | 1 |
| 2023 | Continuous Intermediate Token Learning with Implicit Motion Manifold for Keyframe Based Motion InterpolationabstractDeriving sophisticated 3D motions from sparse keyframes is a particularly challenging problem, due to continuity and exceptionally skeletal precision. The action features are often derivable accurately from the full series of keyframes, and thus, leveraging the global context with transformers has been a promising data-driven embedding approach. However, existing methods are often with inputs of interpolated intermediate frame for continuity using basic interpolation methods with keyframes, which result in a trivial local minimum during training. In this paper, we propose a novel framework to formulate latent motion manifolds with keyframe-based constraints, from which the continuous nature of intermediate token representations is considered. Particularly, our proposed framework consists of two stages for identifying a latent motion subspace, i.e., a keyframe encoding stage and an intermediate token generation stage, and a subsequent motion synthesis stage to extrapolate and compose motion data from manifolds. Through our extensive experiments conducted on both the LaFAN1 and CMU Mocap datasets, our proposed method demonstrates both superior interpolation accuracy and high visual similarity to ground truth motions. Clinton Mo, Kun Hu 0008, Chengjiang Long, Zhiyong Wang 0001 |
CVPR | 1 |
| 2021 | Keyframe Extraction from Motion Capture Sequences with Graph based Deep Reinforcement LearningabstractAnimation production workflows centred around motion capture techniques often require animators to edit the motion for various artistic and technical reasons. This process generally uses a set of keyframes. Unsupervised keyframe selection methods for motion capture sequences are highly demanded to reduce the laborious annotations. However, most existing methods are optimization-based, which cause the issues of flexibility and efficiency and eventually constrains the interactions and controls with animators. To address these limitations, we propose a novel graph based deep reinforcement learning method for efficient unsupervised keyframe selection. First, a reward function is devised in terms of reconstruction difference by comparing the original sequence and the interpolated sequence produced by the keyframes. The reward complies with the requirements of the animation pipeline satisfying: 1) incremental reward to evaluate the interpolated keyframes immediately; 2) order insensitivity for consistent evaluation; and 3) non-diminishing return for comparable rewards between optimal and sub-optimal solutions. Then by representing each skeleton frame as a graph, a graph-based deep agent is guided to heuristically select keyframes to maximize the reward. During the inference it is no longer necessary to estimate the reconstruction difference, and the evaluation time can be reduced significantly. The experimental results on the CMU Mocap dataset demonstrate that our proposed method is able to select keyframes at a high efficiency without clearly compromising the quality in comparison with the state-of-the-art methods. Clinton Mo, Kun Hu 0008, Shaohui Mei, Zhiyong Wang 0001 |
ACM Multimedia | 1 |