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Zhaoxu Sun

dblp:371/4565 · DBLP profile ↗
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3ranked-venue papers
1as first author
3since 2021 · last 2026
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 3 · 1 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 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
2 papers
Visual content generation and editing · 57% Computer animation and physical simulation · 43%
Databases, data mining, and information retrieval
1 paper
Recommender systems · 67% Spatial and temporal data management · 33%
Artificial intelligence
1 paper
3D vision · 100%

Topics — the 7 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Recommender systems
generative recommendation
1.012026
Reasoning Over Space: Enabling Geographic Reasoning for LLM-Based Generative Next POI Recommendation · ACL (1) 2026
Recommender systems
point-of-interest recommendation
1.012026
Reasoning Over Space: Enabling Geographic Reasoning for LLM-Based Generative Next POI Recommendation · ACL (1) 2026
Spatial and temporal data management › spatial analysis
spatial reasoning
1.012026
Reasoning Over Space: Enabling Geographic Reasoning for LLM-Based Generative Next POI Recommendation · ACL (1) 2026
Computer animation and physical simulation › character rigging
automatic rigging
0.912025
HumanRig: Learning Automatic Rigging for Humanoid Character in a Large Scale Dataset · CVPR 2025
Computer animation and physical simulation
character rigging
0.912025
HumanRig: Learning Automatic Rigging for Humanoid Character in a Large Scale Dataset · CVPR 2025
Visual content generation and editing › face editing
facial expression editing
0.812024
FG-EmoTalk: Talking Head Video Generation with Fine-Grained Controllable Facial Expressions · AAAI 2024
Visual content generation and editing
talking head generation
0.812024
FG-EmoTalk: Talking Head Video Generation with Fine-Grained Controllable Facial Expressions · AAAI 2024

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

point transformer · 1.7graph neural network · 1.7attention network · 1.7spatial semantic ID · 1.0reinforcement learning · 1.0large language model · 1.0chain-of-thought · 1.0self-supervised training · 0.83DMM · 0.8
YearPublicationVenuePosition
2026 Reasoning Over Space: Enabling Geographic Reasoning for LLM-Based Generative Next POI Recommendation
abstract
Generative recommendation with large language models (LLMs) reframes prediction as sequence generation, yet existing LLM-based recommenders remain limited in leveraging geographic signals that are crucial in mobility and local-services scenarios.Here, we present REA-SONING OVER SPACE (ROS), a framework that utilizes geography as a vital decision variable within the reasoning process.ROS introduces a Hierarchical Spatial Semantic ID (SID) that discretizes coarse-to-fine locality and POI semantics into compositional tokens, and endows LLM with a three-stage Mobility Chain-of-Thought (CoT) paradigm that models user personality, constructs an intent-aligned candidate space, and performs locality informed pruning.We further align the model with real world geography via spatial-guided Reinforcement Learning (RL).Experiments on three widely used location-based social network (LBSN) datasets show that ROS achieves over 10% relative gains in hit rate over strongest LLM-based baselines and improves cross-city transfer, despite using a smaller backbone model.‡
Dongyi Lv, Qiuyu Ding, Heng-Da Xu, Zhaoxu Sun, Mu Xu
ACL (1)4
2025 HumanRig: Learning Automatic Rigging for Humanoid Character in a Large Scale Dataset
abstract
With the rapid evolution of 3D generation algorithms, the cost of producing 3D humanoid character models has plummeted, yet the field is impeded by the lack of a comprehensive dataset for automatic rigging—a pivotal step in character animation. Addressing this gap, we present HumanRig, the first large-scale dataset specifically designed for 3D humanoid character rigging, encompassing 11,434 meticulously curated T-posed meshes adhered to a uniform skeleton topology. Capitalizing on this dataset, we introduce an innovative, data-driven automatic rigging framework, which overcomes the limitations of GNNbased methods in handling complex AI-generated meshes. Our approach integrates a Prior-Guided Skeleton Estimator (PGSE) module, which uses 2D skeleton joints to provide a preliminary 3D skeleton, and a Mesh-Skeleton Mutual Attention Network (MSMAN) that fuses skeleton features with 3D mesh features extracted by a U-shaped point transformer. This enables a coarse-to-fine 3D skeleton joint regression and a robust skinning estimation, surpassing previous methods in quality and versatility. This work not only remedies the dataset deficiency in rigging research but also propels the animation industry towards more efficient and automated character rigging pipelines.
Zedong Chu, Meiduo Liu, Jinzhi Zhang, Mingqi Shao, Zhaoxu Sun, Mu Xu
CVPR6
2024 FG-EmoTalk: Talking Head Video Generation with Fine-Grained Controllable Facial Expressions
abstract
Although deep generative models have greatly improved one-shot video-driven talking head generation, few studies address fine-grained controllable facial expression editing, which is crucial for practical applications. Existing methods rely on a fixed set of predefined discrete emotion labels or simply copy expressions from input videos. This is limiting as expressions are complex, and methods using only emotion labels cannot generate fine-grained, accurate or mixed expressions. Generating talking head video with precise expressions is also difficult using 3D model-based approaches, as 3DMM only models facial movements and tends to produce deviations. In this paper, we propose a novel framework enabling fine-grained facial expression editing in talking face generation. Our goal is to achieve expression control by manipulating the intensities of individual facial Action Units (AUs) or groups. First, compared with existing methods which decouple the face into pose and expression, we propose a disentanglement scheme to isolates three components from the human face, namely, appearance, pose, and expression. Second, we propose to use input AUs to control muscle group intensities in the generated face, and integrate the AUs features with the disentangled expression latent code. Finally, we present a self-supervised training strategy with well-designed constraints. Experiments show our method achieves fine-grained expression control, produces high-quality talking head videos and outperforms baseline methods.
Zhaoxu Sun, Yuze Xuan
AAAI1