Demo Data from EDBT 2026 / reviewers in the wild / expert
Tianze Guo
dblp:345/1832
· DBLP profile ↗
2ranked-venue papers
1as first author
2since 2021 · last 2025
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 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 |
Computer animation and physical simulation · 100% |
Topics — the 2 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation
motion retargeting |
0.9 | 1 | 2025 | Ultrafast and Controllable Online Motion Retargeting for Game Scenarios · ACM Trans. Graph. 2025 |
Computer animation and physical simulation › character animation
real-time character animation |
0.3 | 1 | 2025 | Ultrafast and Controllable Online Motion Retargeting for Game Scenarios · ACM Trans. Graph. 2025 |
Methods — techniques the papers use, named apart from their topics
spherical geometry representation · 0.9heuristic optimization · 0.9
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Ultrafast and Controllable Online Motion Retargeting for Game ScenariosabstractGeometry-aware online motion retargeting is crucial for real-time character animation in gaming and virtual reality. However, existing methods often rely on complex optimization procedures or deep neural networks, which constrain their applicability in real-time scenarios. Moreover, they offer limited control over fine-grained motion details involved in character interactions, resulting in less realistic outcomes. To overcome these limitations, we propose a novel optimization framework for ultrafast, lightweight motion retargeting with joint-level control (i.e., controls over joint position, bone orientation, etc,). Our approach introduces a semantic-aware objective grounded in a spherical geometry representation, coupled with a bone-length-preserving algorithm that iteratively solves this objective. This formulation preserves spatial relationships among spheres, thereby maintaining motion semantics, mitigating interpenetration, and ensuring contact. It is lightweight and computationally efficient, making it particularly suitable for time-critical real-time deployment scenarios. Additionally, we incorporate a heuristic optimization strategy that enables rapid convergence and precise joint-level control. We evaluate our method against state-of-the-art approaches on the Mixamo dataset, and experimental results demonstrate that it achieves comparable performance while delivering an order-of-magnitude speedup. Tianze Guo, Zhedong Chen, Linjun Wu, Xilei Wei, Yeshuang Lin, He Wang 0002, Xiaogang Jin 0001 |
ACM Trans. Graph. | 1 |
| 2023 | STFormer: Cross-Level Feature Fusion in Object Detection
Shaobo Wang 0003, Renhai Chen, Tianze Guo, Zhiyong Feng 0002 |
ICONIP (13) | 3 |