Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Meiduo Liu

dblp:394/6362 · DBLP profile ↗
← Back
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

TopicWeightPapersLastEvidence papers
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

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

point transformer · 1.7graph neural network · 1.7attention network · 1.7
YearPublicationVenuePosition
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
CVPR3