Demo Data from EDBT 2026 / reviewers in the wild / expert
Chuxiao Zeng
dblp:314/0020
· DBLP profile ↗
2ranked-venue papers
0as first author
2since 2021 · last 2024
0000-0001-9794-7599ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 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
2 papers |
Computer animation and physical simulation · 53% Geometric modeling and processing · 27% Visual content generation and editing · 20% | |
| Artificial intelligence
1 paper |
Motion planning and robot control · 100% |
Topics — the 5 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Geometric modeling and processing › shape representation › implicit representation
signed distance function |
0.8 | 1 | 2024 | Implicit Swept Volume SDF: Enabling Continuous Collision-Free Trajectory Generation for Arbitrary Shapes · ACM Trans. Graph. 2024 |
Computer animation and physical simulation › motion planning
trajectory generation |
0.8 | 1 | 2024 | Implicit Swept Volume SDF: Enabling Continuous Collision-Free Trajectory Generation for Arbitrary Shapes · ACM Trans. Graph. 2024 |
Computer animation and physical simulation
facial animation |
0.6 | 1 | 2022 | Video-Driven Neural Physically-Based Facial Asset for Production · ACM Trans. Graph. 2022 |
Robotics › Motion planning and robot control
trajectory optimization |
0.2 | 1 | 2024 | Implicit Swept Volume SDF: Enabling Continuous Collision-Free Trajectory Generation for Arbitrary Shapes · ACM Trans. Graph. 2024 |
Computer animation and physical simulation › facial animation
facial motion retargeting |
0.2 | 1 | 2022 | Video-Driven Neural Physically-Based Facial Asset for Production · ACM Trans. Graph. 2022 |
Methods — techniques the papers use, named apart from their topics
implicit numerical solution · 1.5generalized semi-infinite programming · 1.5variational autoencoder · 0.6multiview-photometric capture · 0.6MLP · 0.6
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Implicit Swept Volume SDF: Enabling Continuous Collision-Free Trajectory Generation for Arbitrary ShapesabstractIn the field of trajectory generation for objects, ensuring continuous collision-free motion remains a huge challenge, especially for non-convex geometries and complex environments. Previous methods either oversimplify object shapes, which results in a sacrifice of feasible space or rely on discrete sampling, which suffers from the "tunnel effect". To address these limitations, we propose a novel hierarchical trajectory generation pipeline, which utilizes the Swept Volume Signed Distance Field (SVSDF) to guide trajectory optimization for Continuous Collision Avoidance (CCA). Our interdisciplinary approach, blending techniques from graphics and robotics, exhibits outstanding effectiveness in solving this problem. We formulate the computation of the SVSDF as a Generalized Semi-Infinite Programming model, and we solve for the numerical solutions at query points implicitly, thereby eliminating the need for explicit reconstruction of the surface. Our algorithm has been validated in a variety of complex scenarios and applies to robots of various dynamics, including both rigid and deformable shapes. It demonstrates exceptional universality and superior CCA performance compared to typical algorithms. The code will be released at https://github.com/ZJU-FAST-Lab/Implicit-SVSDF-Planner for the benefit of the community. Qixuan Zhang, Chuxiao Zeng, Jingyi Yu 0001, Chao Xu 0001, Lan Xu 0003, Fei Gao 0011 |
ACM Trans. Graph. | 4 |
| 2022 | Video-Driven Neural Physically-Based Facial Asset for ProductionabstractProduction-level workflows for producing convincing 3D dynamic human faces have long relied on an assortment of labor-intensive tools for geometry and texture generation, motion capture and rigging, and expression synthesis. Recent neural approaches automate individual components but the corresponding latent representations cannot provide artists with explicit controls as in conventional tools. In this paper, we present a new learning-based, video-driven approach for generating dynamic facial geometries with high-quality physically-based assets. For data collection, we construct a hybrid multiview-photometric capture stage, coupling with ultra-fast video cameras to obtain raw 3D facial assets. We then set out to model the facial expression, geometry and physically-based textures using separate VAEs where we impose a global MLP based expression mapping across the latent spaces of respective networks, to preserve characteristics across respective attributes. We also model the delta information as wrinkle maps for the physically-based textures, achieving high-quality 4K dynamic textures. We demonstrate our approach in high-fidelity performer-specific facial capture and cross-identity facial motion retargeting. In addition, our multi-VAE-based neural asset, along with the fast adaptation schemes, can also be deployed to handle in-the-wild videos. Besides, we motivate the utility of our explicit facial disentangling strategy by providing various promising physically-based editing results with high realism. Comprehensive experiments show that our technique provides higher accuracy and visual fidelity than previous video-driven facial reconstruction and animation methods. Longwen Zhang, Chuxiao Zeng, Qixuan Zhang, Hongyang Lin, Ruixiang Cao, Wei Yang 0034, Lan Xu 0003, Jingyi Yu 0001 |
ACM Trans. Graph. | 2 |