Demo Data from EDBT 2026 / reviewers in the wild / expert
Jingrui Ye
dblp:375/3415
· DBLP profile ↗
4ranked-venue papers
1as first author
4since 2021 · last 2026
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author · 3 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Databases, data management, data science and information retrieval · 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 |
Rendering · 50% Visual content generation and editing · 50% |
Topics — the 2 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Visual content generation and editing
3d content creation |
1.0 | 1 | 2026 | MuMA: 3D PBR Texturing via Multi-Channel Multi-View Generation and Albedo Post-Processing · IEEE Trans. Image Process. 2026 |
Rendering
physically based rendering |
1.0 | 1 | 2026 | MuMA: 3D PBR Texturing via Multi-Channel Multi-View Generation and Albedo Post-Processing · IEEE Trans. Image Process. 2026 |
Methods — techniques the papers use, named apart from their topics
multimodal large language model · 1.0multi-view generation · 1.0intrinsic decomposition · 1.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | MuMA: 3D PBR Texturing via Multi-Channel Multi-View Generation and Albedo Post-ProcessingabstractCurrent methods for 3D generation still fall short in physically based rendering (PBR) texturing, primarily due to limited data and challenges in modeling multi-channel materials. In this work, we propose MuMA, a method for 3D PBR texturing through Multi-channel Multi-view generation and Albedo post-processing. Our approach features two key innovations: 1) we opt to model shaded and albedo appearance channels, where the shaded channels enables the integration intrinsic decomposition modules for material properties; and 2) leveraging multimodal large language models, we emulate artists' techniques for material assessment and selection. Experiments demonstrate that MuMA achieves superior results in visual quality and material fidelity compared to existing methods. Lingting Zhu, Jingrui Ye, Zeyu Hu, Yingda Yin, Lanjiong Li, Jinnan Chen, Shengju Qian, Xin Wang 0178, Qingmin Liao, Lequan Yu |
IEEE Trans. Image Process. | 2 |
| 2025 | OccGaussian: 3D Gaussian Splatting for Occluded Human RenderingabstractRendering dynamic 3D humans from monocular videos is crucial for various applications such as virtual reality and digital entertainment. Most methods assume the human is in an unobstructed scene, while various objects may cause the occlusion of body parts in real-life scenarios. Previous method utilizing NeRF for surface rendering to recover the occluded areas, but it requiring more than one day to train and several seconds to render, failing to meet the requirements of real-time interactive applications. To address these issues, we propose OccGaussian based on 3D Gaussian Splatting, which can be trained within 6 minutes and produces high-quality human renderings up to 160 FPS with occluded input. OccGaussian initializes 3D Gaussian distributions in the canonical space, and we perform occlusion feature query at occluded regions, the aggregated pixel-align feature is extracted to compensate for the missing information. Then we use Gaussian Feature MLP to further process the aggregated feature, along with the specially designed occlusion-aware loss functions to better perceive the occluded area. Extensive experiments both in simulated and real-world occlusions, demonstrate that our method achieves superior performance compared to the state-of-the-art method. And we improving training and inference speeds by 250x and 800x, respectively. Our code will be available for research purposes. Jingrui Ye, Qingmin Liao |
ICMR | 1 |
| 2025 | CLIP prior-guided 3D open-vocabulary occupancy prediction
Zongkai Zhang, Jingrui Ye, Huan Jin, Lihui Jiang, Wenming Yang |
Pattern Recognit. | 3 |
| 2024 | SMPLX-Lite: A Realistic and Drivable Avatar Benchmark with Rich Geometry and Texture AnnotationsabstractRecovering photorealistic and drivable full-body avatars is crucial for numerous applications, including virtual reality, 3D games, and tele-presence. Most methods, whether reconstruction or generation, require large numbers of human motion sequences and corresponding textured meshes. To easily learn a drivable avatar, a reasonable parametric body model with unified topology is paramount. However, existing human body datasets either have images or textured models and lack parametric models which fit clothes well. We propose a new parametric model SMPLX-Lite-D, which can fit detailed geometry of the scanned mesh while maintaining stable geometry in the face, hand and foot regions. We present SMPLX-Lite dataset, the most comprehensive clothing avatar dataset with multi-view RGB sequences, keypoints annotations, textured scanned meshes, and textured SMPLX-Lite-D models. With the SMPLX-Lite dataset, we train a conditional variational autoencoder model that takes human pose and facial keypoints as input, and generates a photorealistic drivable human avatar. Yujiao Jiang, Qingmin Liao, Xiangru Lin, Zongqing Lu 0001, Yuxi Zhao, Hanqing Wei, Jingrui Ye, Yu Zhang 0166, Zhijing Shao |
ICME | 8 |