Demo Data from EDBT 2026 / reviewers in the wild / expert
Meiduo Liu
dblp:394/6362
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2025
—ORCID · none
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 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% | |
| Artificial intelligence
1 paper |
3D vision · 100% |
Topics — the 2 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation › character rigging
automatic rigging |
0.9 | 1 | 2025 | HumanRig: Learning Automatic Rigging for Humanoid Character in a Large Scale Dataset · CVPR 2025 |
Computer animation and physical simulation
character rigging |
0.9 | 1 | 2025 | HumanRig: Learning Automatic Rigging for Humanoid Character in a Large Scale Dataset · CVPR 2025 |
Methods — techniques the papers use, named apart from their topics
point transformer · 1.7graph neural network · 1.7attention network · 1.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | HumanRig: Learning Automatic Rigging for Humanoid Character in a Large Scale DatasetabstractWith 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 |
CVPR | 3 |