EDBT 2026 Demo / reviewers in the wild / expert
Zhi Cen
dblp:348/9682
· DBLP profile ↗
6ranked-venue papers
2as first author
6since 2021 · last 2026
0009-0009-0836-1533ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 5 · 2 first-author · 5 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 first-author · 4 since 2021Human-computer interaction and ubiquitous computing · 1 · 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.
| Artificial intelligence
5 papers |
Generative modeling · 45% 3D vision · 31% Face, body and person analysis · 11% | |
| Computer graphics and multimedia
3 papers |
Computer animation and physical simulation · 95% Image and video processing · 5% |
Topics — the 14 heaviest of 16, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Generative modeling
diffusion model |
1.3 | 2 | 2026 | StreamingTalker: Audio-driven 3D Facial Animation with Autoregressive Diffusion Model · AAAI 2026 Ready-to-React: Online Reaction Policy for Two-Character Interaction Generation · ICLR 2025 |
Machine learning › Generative modeling › diffusion model › diffusion model architecture
autoregressive diffusion models |
1.0 | 1 | 2026 | StreamingTalker: Audio-driven 3D Facial Animation with Autoregressive Diffusion Model · AAAI 2026 |
Computer animation and physical simulation › facial animation
3d facial animation |
1.0 | 1 | 2026 | StreamingTalker: Audio-driven 3D Facial Animation with Autoregressive Diffusion Model · AAAI 2026 |
Computer animation and physical simulation › facial animation
speech-driven facial animation |
1.0 | 1 | 2026 | StreamingTalker: Audio-driven 3D Facial Animation with Autoregressive Diffusion Model · AAAI 2026 |
Computer animation and physical simulation › motion synthesis
human motion synthesis |
0.9 | 1 | 2025 | Ready-to-React: Online Reaction Policy for Two-Character Interaction Generation · ICLR 2025 |
Machine learning › Generative modeling › diffusion model
human motion generation |
0.8 | 1 | 2024 | Generating Human Motion in 3D Scenes from Text Descriptions · CVPR 2024 |
Computer vision › Face, body and person analysis
human pose estimation |
0.8 | 1 | 2024 | World-Grounded Human Motion Recovery via Gravity-View Coordinates · SIGGRAPH Asia 2024 |
Computer vision › 3D vision › motion capture
monocular motion capture |
0.8 | 1 | 2024 | World-Grounded Human Motion Recovery via Gravity-View Coordinates · SIGGRAPH Asia 2024 |
Computer vision › 3D vision
3d scene understanding |
0.7 | 1 | 2023 | Learning Human Mesh Recovery in 3D Scenes · CVPR 2023 |
Computer vision › 3D vision
human mesh recovery |
0.7 | 1 | 2023 | Learning Human Mesh Recovery in 3D Scenes · CVPR 2023 |
Computer vision › Video understanding and tracking › dynamic scene analysis › video scene understanding › human-centric scene understanding
human-scene interaction |
0.7 | 1 | 2023 | Learning Human Mesh Recovery in 3D Scenes · CVPR 2023 |
Computer animation and physical simulation
audio-driven animation |
0.3 | 1 | 2026 | StreamingTalker: Audio-driven 3D Facial Animation with Autoregressive Diffusion Model · AAAI 2026 |
Computer vision › Vision and language › 3d vision and language
3d language grounding |
0.2 | 1 | 2024 | Generating Human Motion in 3D Scenes from Text Descriptions · CVPR 2024 |
Image and video processing › motion analysis › motion reconstruction
human motion reconstruction |
0.2 | 1 | 2024 | World-Grounded Human Motion Recovery via Gravity-View Coordinates · SIGGRAPH Asia 2024 |
Methods — techniques the papers use, named apart from their topics
streaming generation · 2.0historical motion context · 2.0autoregressive diffusion · 2.0diffusion model · 1.7autoregressive model · 1.7gravity-view coordinate system · 1.5camera rotation transformation · 1.5object-centric scene representation · 0.8large language model · 0.8cross-attention · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | StreamingTalker: Audio-driven 3D Facial Animation with Autoregressive Diffusion ModelabstractThis paper focuses on the task of speech-driven 3D facial animation, which aims to generate realistic and synchronized facial motions driven by speech inputs. Recent methods have employed audio-conditioned diffusion models for 3D facial animation, achieving impressive results in generating expressive and natural animations. However, these methods process the whole audio sequences in a single pass, which poses two major challenges: they tend to perform poorly when handling audio sequences that exceed the training horizon and will suffer from significant latency when processing long audio inputs. To address these limitations, we propose a novel autoregressive diffusion model that outputs facial motions in a streaming manner. This design ensures flexibility with varying audio lengths and achieves low latency independent of audio duration. Specifically, we select a limited number of past frames as historical motion context and combine them with the audio input to create a dynamic condition. This condition guides a lightweight diffusion head to iteratively generate facial motion frames, enabling real-time synthesis with high-quality results. Experiments conducted on public datasets demonstrate that our approach outperforms recent baseline methods. Zhi Cen, Sida Peng, Yifu Deng, Xiaowei Zhou 0001, Hujun Bao |
AAAI | 2 |
| 2025 | Ready-to-React: Online Reaction Policy for Two-Character Interaction GenerationabstractThis paper addresses the task of generating two-character online interactions. Previously, two main settings existed for two-character interaction generation: (1) generating one's motions based on the counterpart's complete motion sequence, and (2) jointly generating two-character motions based on specific conditions. We argue that these settings fail to model the process of real-life two-character interactions, where humans will react to their counterparts in real time and act as independent individuals. In contrast, we propose an online reaction policy, called Ready-to-React, to generate the next character pose based on past observed motions. Each character has its own reaction policy as its ``brain'', enabling them to interact like real humans in a streaming manner. Our policy is implemented by incorporating a diffusion head into an auto-regressive model, which can dynamically respond to the counterpart's motions while effectively mitigating the error accumulation throughout the generation process. We conduct comprehensive experiments using the challenging boxing task. Experimental results demonstrate that our method outperforms existing baselines and can generate extended motion sequences. Additionally, we show that our approach can be controlled by sparse signals, making it well-suited for VR and other online interactive environments. Code and data will be made publicly available. Zhi Cen, Huaijin Pi, Sida Peng, Qing Shuai, Yujun Shen, Hujun Bao, Xiaowei Zhou 0001, Ruizhen Hu |
ICLR | 1 |
| 2025 | CoDA: Coordinated Diffusion Noise Optimization for Whole-Body Manipulation of Articulated ObjectsabstractSynthesizing whole-body manipulation of articulated objects, including body motion, hand motion, and object motion, is a critical yet challenging task with broad applications in virtual humans and robotics.
The core challenges are twofold.
First, achieving realistic whole-body motion requires tight coordination between the hands and the rest of the body, as their movements are interdependent during manipulation.
Second, articulated object manipulation typically involves high degrees of freedom and demands higher precision, often requiring the fingers to be placed at specific regions to actuate movable parts.
To address these challenges, we propose a novel coordinated diffusion noise optimization framework.
Specifically, we perform noise-space optimization over three specialized diffusion models for the body, left hand, and right hand, each trained on its own motion dataset to improve generalization.
Coordination naturally emerges through gradient flow along the human kinematic chain, allowing the global body posture to adapt in response to hand motion objectives with high fidelity.
To further enhance precision in hand-object interaction, we adopt a unified representation based on basis point sets (BPS), where end-effector positions are encoded as distances to the same BPS used for object geometry.
This unified representation captures fine-grained spatial relationships between the hand and articulated object parts, and the resulting trajectories serve as targets to guide the optimization of diffusion noise, producing highly accurate interaction motion.
We conduct extensive experiments demonstrating that our method outperforms existing approaches in motion quality and physical plausibility, and enables various capabilities such as object pose control, simultaneous walking and manipulation, and whole-body generation from hand-only data.
The code will be released for reproducibility. Huaijin Pi, Zhi Cen, Zhiyang Dou, Taku Komura |
NeurIPS | 2 |
| 2024 | Generating Human Motion in 3D Scenes from Text DescriptionsabstractGenerating human motions from textual descriptions has gained growing research interest due to its wide range of applications. However, only a few works consider human- scene interactions together with text conditions, which is crucial for visual and physical realism. This paper fo-cuses on the task of generating human motions in 3D in-door scenes given text descriptions of the human-scene in-teractions. This task presents challenges due to the multi-modality nature of text, scene, and motion, as well as the need for spatial reasoning. To address these challenges, we propose a new approach that decomposes the complex prob-lem into two more manageable sub-problems: (1) language grounding of the target object and (2) object-centric motion generation. For language grounding of the target ob-ject, we leverage the power of large language models. For motion generation, we design an object-centric scene rep-resentation for the generative model to focus on the target object, thereby reducing the scene complexity and facilitating the modeling of the relationship between human motions and the object. Experiments demonstrate the better motion quality of our approach compared to baselines and validate our design choices. Code will be available at link. Zhi Cen, Huaijin Pi, Sida Peng, Zehong Shen, Shuai Zhu, Hujun Bao, Xiaowei Zhou 0001 |
CVPR | 1 |
| 2024 | World-Grounded Human Motion Recovery via Gravity-View CoordinatesabstractWe present a novel method for recovering world-grounded human motion from monocular video. The main challenge lies in the ambiguity of defining the world coordinate system, which varies between sequences. Previous approaches attempt to alleviate this issue by predicting relative motion in an autoregressive manner, but are prone to accumulating errors. Instead, we propose estimating human poses in a novel Gravity-View (GV) coordinate system, which is defined by the world gravity and the camera view direction. The proposed GV system is naturally gravity-aligned and uniquely defined for each video frame, largely reducing the ambiguity of learning image-pose mapping. The estimated poses can be transformed back to the world coordinate system using camera rotations, forming a global motion sequence. Additionally, the per-frame estimation avoids error accumulation in the autoregressive methods. Experiments on in-the-wild benchmarks demonstrate that our method recovers more realistic motion in both the camera space and world-grounded settings, outperforming state-of-the-art methods in both accuracy and speed. The code is available at https://zju3dv.github.io/gvhmr/. Zehong Shen, Huaijin Pi, Yan Xia 0007, Zhi Cen, Sida Peng, Zechen Hu, Hujun Bao, Ruizhen Hu, Xiaowei Zhou 0001 |
SIGGRAPH Asia | 4 |
| 2023 | Learning Human Mesh Recovery in 3D ScenesabstractWe present a novel method for recovering the absolute pose and shape of a human in a pre-scanned scene given a single image. Unlike previous methods that perform scene-aware mesh optimization, we propose to first estimate absolute position and dense scene contacts with a sparse 3D CNN, and later enhance a pretrained human mesh recovery network by cross-attention with the derived 3D scene cues. Joint learning on images and scene geometry enables our method to reduce the ambiguity caused by depth and occlusion, resulting in more reasonable global postures and contacts. Encoding scene-aware cues in the network also allows the proposed method to be optimization-free, and opens up the opportunity for real-time applications. The experiments show that the proposed network is capable of recovering accurate and physically-plausible meshes by a single forward pass and outperforms state-of-the-art methods in terms of both accuracy and speed. Code is available on our project page: https://zju3dv.github.io/sahmr/. Zehong Shen, Zhi Cen, Sida Peng, Qing Shuai, Hujun Bao, Xiaowei Zhou 0001 |
CVPR | 2 |