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Shengbo Gu

dblp:399/3137 · DBLP profile ↗
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3ranked-venue papers
1as first author
3since 2021 · last 2025
—ORCID · none

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 · 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.

Artificial intelligence
2 papers
3D vision · 50% Generative modeling · 50%
Computer graphics and multimedia
1 paper
Visual content generation and editing · 100%

Topics — the 6 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision › 3d generation
3d avatar generation
0.912025
MaintaAvatar: A Maintainable Avatar Based on Neural Radiance Fields by Continual Learning · AAAI 2025
Machine learning › Generative modeling › motion generation
human-object interaction synthesis
0.912025
ChainHOI: Joint-based Kinematic Chain Modeling for Human-Object Interaction Generation · CVPR 2025
Machine learning › Generative modeling
motion generation
0.912025
ChainHOI: Joint-based Kinematic Chain Modeling for Human-Object Interaction Generation · CVPR 2025
Computer vision › 3D vision
neural radiance field
0.912025
MaintaAvatar: A Maintainable Avatar Based on Neural Radiance Fields by Continual Learning · AAAI 2025
Visual content generation and editing
3d content creation
0.312025
MaintaAvatar: A Maintainable Avatar Based on Neural Radiance Fields by Continual Learning · AAAI 2025
Visual content generation and editing
avatar generation
0.312025
MaintaAvatar: A Maintainable Avatar Based on Neural Radiance Fields by Continual Learning · AAAI 2025

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

knowledge distillation · 1.7global-local joint storage · 1.7continual learning · 1.7kinematic chain modeling · 0.9graph convolution network · 0.9generative spatiotemporal graph · 0.9
YearPublicationVenuePosition
2025 MaintaAvatar: A Maintainable Avatar Based on Neural Radiance Fields by Continual Learning
abstract
The generation of a virtual digital avatar is a crucial research topic in the field of computer vision. Many existing works utilize Neural Radiance Fields (NeRF) to address this issue and have achieved impressive results. However, previous works assume the images of the training person are available and fixed while the appearances and poses of a subject could constantly change and increase in real-world scenarios. How to update the human avatar but also maintain the ability to render the old appearance of the person is a practical challenge. One trivial solution is to combine the existing virtual avatar models based on NeRF with continual learning methods. However, there are some critical issues in this approach: learning new appearances and poses can cause the model to forget past information, which in turn leads to a degradation in the rendering quality of past appearances, especially color bleeding issues, and incorrect human body poses. In this work, we propose a maintainable avatar (MaintaAvatar) based on neural radiance fields by continual learning, which resolves the issues by utilizing a Global-Local Joint Storage Module and a Pose Distillation Module. Overall, our model requires only limited data collection to quickly fine-tune the model while avoiding catastrophic forgetting, thus achieving a maintainable virtual avatar. The experimental results validate the effectiveness of our MaintaAvatar model.
Shengbo Gu, Yu-Kun Qiu, Yu-Ming Tang, Ancong Wu, Wei-Shi Zheng 0001
AAAI1
2025 ChainHOI: Joint-based Kinematic Chain Modeling for Human-Object Interaction Generation
abstract
We propose ChainHOI, a novel approach for text-driven human-object interaction (HOI) generation that explicitly models interactions at both the joint and kinetic chain levels. Unlike existing methods that implicitly model interactions using full-body poses as tokens, we argue that explicitly modeling joint-level interactions is more natural and effective for generating realistic HOIs, as it directly captures the geometric and semantic relationships between joints, rather than modeling interactions in the latent pose space. To this end, ChainHOI introduces a novel joint graph to capture potential interactions with objects, and a Generative Spatiotemporal Graph Convolution Network to explicitly model interactions at the joint level. Furthermore, we propose a Kinematics-based Interaction Module that explicitly models interactions at the kinetic chain level, ensuring more realistic and biomechanically coherent motions. Evaluations on two public datasets demonstrate that ChainHOI significantly outperforms previous methods, generating more realistic, and semantically consistent HOIs. Code is available here.
Ling-An Zeng, Guohong Huang, Yi-Lin Wei, Shengbo Gu, Yu-Ming Tang, Jingke Meng, Wei-Shi Zheng 0001
CVPR4
2025 Efficient Explicit Joint-level Interaction Modeling with Mamba for Text-guided HOI Generation
abstract
We propose a novel approach for generating text-guided human-object interactions (HOIs) that achieves explicit joint-level interaction modeling in a computationally efficient manner. Previous methods represent the entire human body as a single token, making it difficult to capture fine-grained joint-level interactions and resulting in unrealistic HOIs. However, treating each individual joint as a token would yield over twenty times more tokens, increasing computational overhead. To address these challenges, we introduce an Efficient Explicit Joint-level Interaction Model (EJIM). EJIM features a Dual-branch HOI Mamba that separately and efficiently models spatiotemporal HOI information, as well as a Dual-branch Condition Injector for integrating text semantics and object geometry into human and object motions. Furthermore, we design a Dynamic Interaction Block and a progressive masking mechanism to iteratively filter out irrelevant joints, ensuring accurate and nuanced interaction modeling. Extensive quantitative and qualitative evaluations on public datasets demonstrate that EJIM surpasses previous works by a large margin while using only 5% of the inference time. Code is available here.
Guohong Huang, Ling-An Zeng, Zexin Zheng, Shengbo Gu, Wei-Shi Zheng 0001
ICME4