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Yikun Zeng

dblp:401/5718 · DBLP profile ↗
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2ranked-venue papers
0as first author
2since 2021 · last 2026
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021Artificial intelligence and machine learning · 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
2 papers
Rendering · 70% Visual content generation and editing · 30%
Artificial intelligence
2 papers
3D vision · 87% Generative modeling · 13%

Topics — the 6 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision
3d reconstruction
1.012026
Relightable and Animatable Gaussian Head Avatar From Monocular Videos · IEEE Trans. Vis. Comput. Graph. 2026
Computer vision › 3D vision › 3d reconstruction › object reconstruction
head avatar reconstruction
1.012026
Relightable and Animatable Gaussian Head Avatar From Monocular Videos · IEEE Trans. Vis. Comput. Graph. 2026
Rendering
physically based rendering
1.012026
Relightable and Animatable Gaussian Head Avatar From Monocular Videos · IEEE Trans. Vis. Comput. Graph. 2026
Rendering
relighting
1.012026
Relightable and Animatable Gaussian Head Avatar From Monocular Videos · IEEE Trans. Vis. Comput. Graph. 2026
Visual content generation and editing
3d content creation
0.912025
Towards High-fidelity 3D Talking Avatar with Personalized Dynamic Texture · CVPR 2025
Machine learning › Generative modeling
diffusion model
0.312026
Relightable and Animatable Gaussian Head Avatar From Monocular Videos · IEEE Trans. Vis. Comput. Graph. 2026

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

diffusion model · 3.7parametric face model · 2.03d gaussian splatting · 2.0pivot-based style injection · 1.7
YearPublicationVenuePosition
2026 Relightable and Animatable Gaussian Head Avatar From Monocular Videos
abstract
In the realm of virtual avatar creation, accurate relighting capabilities are key to enhancing realism and immersion. We propose a novel pipeline for building personalized and relightable avatars from a monocular video captured under unknown lighting. This minimal input poses challenges in material entanglement and novel-view inconsistency. To tackle these, we introduce a disentangled dynamic 3D Gaussian representation that models diverse material properties and supports photorealistic rendering and animation via a parametric face model. To resolve material ambiguity under uncontrolled lighting, we train a 2D diffusion-based model to predict canonical-lighting images and physically-based material maps from casually lit portraits. These predictions serve as supervisory signals to guide the 3D disentanglement process. Additionally, we incorporate a 3D prior to enhance novel-view consistency, improving geometry and appearance in unseen views. Experiments demonstrate that our approach significantly boosts reconstruction quality and relighting fidelity, offering a practical and cost-effective solution for creating high-quality personalized avatars.
Zhuo Chen 0060, Yichao Yan, Jingnan Gao, Zhuo Su 0008, Zhaohu Li, Yuhao Cheng, Xueying Lee, Yutong Leng, Yikun Zeng, Guidong Wang, Xiaokang Yang 0001
IEEE Trans. Vis. Comput. Graph.10
2025 Towards High-fidelity 3D Talking Avatar with Personalized Dynamic Texture
abstract
Significant progress has been made for speech-driven 3D face animation, but most works focus on learning the motion of mesh/geometry, ignoring the impact of dynamic texture. In this work, we reveal that dynamic texture plays a key role in rendering high-fidelity talking avatars, and introduce a high-resolution 4D dataset TexTalk4D, consisting of 100 minutes of audio-synced scan-level meshes with detailed 8K dynamic textures from 100 subjects. Based on the dataset, we explore the inherent correlation between motion and texture, and propose a diffusion-based framework TexTalker to simultaneously generate facial motions and dynamic textures from speech. Furthermore, we propose a novel pivot-based style injection strategy to capture the complicity of different texture and motion styles, which allows disentangled control. TexTalker, as the first method to generate audio-synced facial motion with dynamic texture, not only outperforms the prior arts in synthesising facial motions, but also produces realistic textures that are consistent with the underlying facial movements. Project page: https://xuanchenli.github.io/TexTalk/.
Xuanchen Li, Yuhao Cheng, Yikun Zeng, Xingyu Ren, Wenhan Zhu, Weiming Zhao, Yichao Yan
CVPR4