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Zhiyin Qian

dblp:309/5779 · DBLP profile ↗
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3ranked-venue papers
2as first author
3since 2021 · last 2026
—ORCID · unresolved

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 · 1 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
1 paper
Rendering · 61% Computer animation and physical simulation · 30% Geometric modeling and processing · 9%
Artificial intelligence
1 paper
Face, body and person analysis · 50% 3D vision · 50%
Human-computer interaction and pervasive computing
1 paper
Wearable and physiological sensing · 100%

Topics — the 5 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › gaussian splatting
3d gaussian splatting
0.812024
3DGS-Avatar: Animatable Avatars via Deformable 3D Gaussian Splatting · CVPR 2024
Computer animation and physical simulation › character animation
human avatar animation
0.812024
3DGS-Avatar: Animatable Avatars via Deformable 3D Gaussian Splatting · CVPR 2024
Rendering
neural rendering
0.812024
3DGS-Avatar: Animatable Avatars via Deformable 3D Gaussian Splatting · CVPR 2024
Geometric modeling and processing
3d reconstruction
0.212024
3DGS-Avatar: Animatable Avatars via Deformable 3D Gaussian Splatting · CVPR 2024
Wearable and physiological sensing › smart wearable
head-mounted devices
0.212022
EgoBody: Human Body Shape and Motion of Interacting People from Head-Mounted Devices · ECCV (6) 2022

Methods — techniques the papers use, named apart from their topics

deep learning · 1.1non-rigid deformation network · 0.8isometric regularization · 0.8
YearPublicationVenuePosition
2026 Masked Modeling for Human Motion Recovery Under Occlusions
abstract
Human motion reconstruction from monocular videos is a fundamental challenge in computer vision, with broad applications in AR/VR, robotics, and digital content creation, but remains challenging under frequent occlusions in real-world settings. Existing regression-based methods are efficient but fragile to missing observations, while optimization- and diffusion-based approaches improve robustness at the cost of slow inference speed and heavy preprocessing steps. To address these limitations, we leverage recent advances in generative masked modeling and present MoRo: Masked mOdeling for human motion Recovery under Occlusions. MoRo is an occlusion-robust, end-to-end generative framework that formulates motion reconstruction as a video-conditioned task, and efficiently recover human motion in a consistent global coordinate system from RGB videos. By masked modeling, MoRo naturally handles occlusions while enabling efficient, end-to-end inference. To overcome the scarcity of paired video-motion data, we design a cross-modality learning scheme that learns multimodal priors from a set of heterogeneous datasets: (i) a trajectory-aware motion prior trained on MoCap datasets, (ii) an image-conditioned pose prior trained on image-pose datasets, capturing diverse frame-level poses, and (iii) a video-conditioned masked transformer that fuses motion and pose priors, finetuned on video-motion datasets to integrate visual cues with motion dynamics for robust inference. Extensive experiments on EgoBody and RICH demonstrate that MoRo substantially outperforms state-of-the-art methods in accuracy and motion realism under occlusions, while performing on-par in non-occluded scenarios. MoRo achieves real-time inference at 70 FPS on a single H200 GPU. Project page: https://mikeqzy.github.io/MoRo.
Zhiyin Qian, Bharat Lal Bhatnagar, Federica Bogo, Siyu Tang 0001
3DV1
2024 3DGS-Avatar: Animatable Avatars via Deformable 3D Gaussian Splatting
abstract
We introduce an approach that creates animatable hu-man avatars from monocular videos using 3D Gaussian Splatting (3DGS). Existing methods based on neural radi-ance fields (NeRFs) achieve high-quality novel-viewlnovel-pose image synthesis but often require days of training, and are extremely slow at inference time. Recently, the com-munity has explored fast grid structures for efficient training of clothed avatars. Albeit being extremely fast at training, these methods can barely achieve an interactive ren-de ring frame rate with around 15 FPS. In this paper, we use 3D Gaussian Splatting and learn a non-rigid deformation network to reconstruct animatable clothed human avatars that can be trained within 30 minutes and rendered at real-time frame rates (50+ FPS). Given the explicit nature of our representation, we further introduce as-isometric-as-possible regularizations on both the Gaussian mean vectors and the covariance matrices, enhancing the generalization of our model on highly articulated unseen poses. Experi-mental results show that our method achieves comparable and even better performance compared to state-of-the-art approaches on animatable avatar creation from a monoc-ular input, while being 400x and 250x faster in training and inference, respectively. Please see our project page at https://neuralbodies.github.ioI3DGS-Avatar.
Zhiyin Qian, Shaofei Wang 0001, Marko Mihajlovic, Andreas Geiger 0001, Siyu Tang 0001
CVPR1
2022 EgoBody: Human Body Shape and Motion of Interacting People from Head-Mounted Devices
Qianli Ma 0007, Yan Zhang 0054, Zhiyin Qian, Taein Kwon, Marc Pollefeys, Federica Bogo, Siyu Tang 0001
ECCV (6)4